SendMessageOptions









How do I use Send Message Options
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: GameManager.cs Copy
27  void OnGUI() {
28   GUI.skin = layout;
29   GUI.Label (new Rect (Screen.width / 2 - 150 - 12, 20, 100, 100), "" + PlayerScore1);
30   GUI.Label (new Rect (Screen.width / 2 + 150 + 12, 20, 100, 100), "" + PlayerScore2);
31
32   if (GUI.Button (new Rect (Screen.width / 2 - 60, 35, 120, 53), "RESTART")) {
33    PlayerScore1 = 0;
34    PlayerScore2 = 0;
35    theBall.SendMessage ("RestartGame", 0.5f, SendMessageOptions.RequireReceiver);
36   }
37
38   if (PlayerScore1 == 10) {
39    GUI.Label (new Rect (Screen.width / 2 - 150, 200, 2000, 1000), "PLAYER ONE WINS");
40    theBall.SendMessage ("ResetBall", null, SendMessageOptions.RequireReceiver);
41   } else if (PlayerScore2 == 10) {
42    GUI.Label (new Rect (Screen.width / 2 - 150, 200, 2000, 1000), "PLAYER TWO WINS");
43    theBall.SendMessage ("ResetBall", null, SendMessageOptions.RequireReceiver);
44   }
45  }
File name: SideWalls.cs Copy
7  void OnTriggerEnter2D(Collider2D hitInfo) {
8   if (hitInfo.name == "Ball")
9   {
10    string wallName = transform.name;
11    GameManager.Score (wallName);
12    hitInfo.gameObject.SendMessage ("RestartGame", 1, SendMessageOptions.RequireReceiver);
13   }
14  }
File name: PickupController.cs Copy
151     void Update()
152     {
153         if (isControllable)
154         {
155             if (Input.GetButtonDown("Jump"))
156             {
157                 lastJumpButtonTime = Time.time;
158             }
159
160             UpdateSmoothedMovementDirection();
161
162             // Apply gravity
163             // - extra power jump modifies gravity
164             // - controlledDescent mode modifies gravity
165             ApplyGravity();
166
167             // Apply jumping logic
168             ApplyJumping();
169
170
171             // Calculate actual motion
172             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
173             movement *= Time.deltaTime;
174
175             //Debug.Log(movement.x.ToString("0.000") + ":" + movement.z.ToString("0.000"));
176
177             // Move the controller
178             CharacterController controller = GetComponent();
179             collisionFlags = controller.Move(movement);
180
181         }
182
183         // PUN: if a remote position is known, we smooth-move to it (being late(r) but smoother)
184         if (this.remotePosition != Vector3.zero)
185         {
186             transform.position = Vector3.Lerp(transform.position, this.remotePosition, Time.deltaTime * this.RemoteSmoothing);
187         }
188
189         velocity = (transform.position - lastPos)*25;
190
191         // ANIMATION sector
192         if (_animation)
193         {
194             if (_characterState == PickupCharacterState.Jumping)
195             {
196                 if (!jumpingReachedApex)
197                 {
198                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
199                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
200                     _animation.CrossFade(jumpPoseAnimation.name);
201                 }
202                 else
203                 {
204                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
205                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
206                     _animation.CrossFade(jumpPoseAnimation.name);
207                 }
208             }
209             else
210             {
211                 if (_characterState == PickupCharacterState.Idle)
212                 {
213                     _animation.CrossFade(idleAnimation.name);
214                 }
215                 else if (_characterState == PickupCharacterState.Running)
216                 {
217                     _animation[runAnimation.name].speed = runMaxAnimationSpeed;
218                     if (this.isControllable)
219                     {
220                         _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
221                     }
222                     _animation.CrossFade(runAnimation.name);
223                 }
224                 else if (_characterState == PickupCharacterState.Trotting)
225                 {
226                     _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
227                     if (this.isControllable)
228                     {
229                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
230                     }
231                     _animation.CrossFade(walkAnimation.name);
232                 }
233                 else if (_characterState == PickupCharacterState.Walking)
234                 {
235                     _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
236                     if (this.isControllable)
237                     {
238                         _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
239                     }
240                     _animation.CrossFade(walkAnimation.name);
241                 }
242
243                 if (_characterState != PickupCharacterState.Running)
244                 {
245                     _animation[runAnimation.name].time = 0.0f;
246                 }
247             }
248         }
249         // ANIMATION sector
250
251         // Set rotation to the move direction
252         if (IsGrounded())
253         {
254             // a specialty of this controller: you can disable rotation!
255             if (DoRotate)
256             {
257                 transform.rotation = Quaternion.LookRotation(moveDirection);
258             }
259         }
260         else
261         {
262             /* This causes choppy behaviour when colliding with SIDES
263              * Vector3 xzMove = velocity;
264             xzMove.y = 0;
265             if (xzMove.sqrMagnitude > 0.001f)
266             {
267                 transform.rotation = Quaternion.LookRotation(xzMove);
268             }*/
269         }
270
271         // We are in jump mode but just became grounded
272         if (IsGrounded())
273         {
274             lastGroundedTime = Time.time;
275             inAirVelocity = Vector3.zero;
276             if (jumping)
277             {
278                 jumping = false;
279                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
280             }
281         }
282
283         lastPos = transform.position;
284     }
File name: ThirdPersonController.cs Copy
292     void Update()
293     {
294         if (isControllable)
295         {
296             if (Input.GetButtonDown("Jump"))
297             {
298                 lastJumpButtonTime = Time.time;
299             }
300
301             UpdateSmoothedMovementDirection();
302
303             // Apply gravity
304             // - extra power jump modifies gravity
305             // - controlledDescent mode modifies gravity
306             ApplyGravity();
307
308             // Apply jumping logic
309             ApplyJumping();
310
311
312             // Calculate actual motion
313             Vector3 movement = moveDirection * moveSpeed + new Vector3(0, verticalSpeed, 0) + inAirVelocity;
314             movement *= Time.deltaTime;
315
316             // Move the controller
317             CharacterController controller = GetComponent();
318             collisionFlags = controller.Move(movement);
319         }
320         velocity = (transform.position - lastPos)*25;
321
322         // ANIMATION sector
323         if (_animation)
324         {
325             if (_characterState == CharacterState.Jumping)
326             {
327                 if (!jumpingReachedApex)
328                 {
329                     _animation[jumpPoseAnimation.name].speed = jumpAnimationSpeed;
330                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
331                     _animation.CrossFade(jumpPoseAnimation.name);
332                 }
333                 else
334                 {
335                     _animation[jumpPoseAnimation.name].speed = -landAnimationSpeed;
336                     _animation[jumpPoseAnimation.name].wrapMode = WrapMode.ClampForever;
337                     _animation.CrossFade(jumpPoseAnimation.name);
338                 }
339             }
340             else
341             {
342                 if (this.isControllable && velocity.sqrMagnitude < 0.001f)
343                 {
344                     _characterState = CharacterState.Idle;
345                     _animation.CrossFade(idleAnimation.name);
346                 }
347                 else
348                 {
349                     if (_characterState == CharacterState.Idle)
350                     {
351                         _animation.CrossFade(idleAnimation.name);
352                     }
353                     else if (_characterState == CharacterState.Running)
354                     {
355                         _animation[runAnimation.name].speed = runMaxAnimationSpeed;
356                         if (this.isControllable)
357                         {
358                             _animation[runAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, runMaxAnimationSpeed);
359                         }
360                         _animation.CrossFade(runAnimation.name);
361                     }
362                     else if (_characterState == CharacterState.Trotting)
363                     {
364                         _animation[walkAnimation.name].speed = trotMaxAnimationSpeed;
365                         if (this.isControllable)
366                         {
367                             _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, trotMaxAnimationSpeed);
368                         }
369                         _animation.CrossFade(walkAnimation.name);
370                     }
371                     else if (_characterState == CharacterState.Walking)
372                     {
373                         _animation[walkAnimation.name].speed = walkMaxAnimationSpeed;
374                         if (this.isControllable)
375                         {
376                             _animation[walkAnimation.name].speed = Mathf.Clamp(velocity.magnitude, 0.0f, walkMaxAnimationSpeed);
377                         }
378                         _animation.CrossFade(walkAnimation.name);
379                     }
380
381                 }
382             }
383         }
384         // ANIMATION sector
385
386         // Set rotation to the move direction
387         if (IsGrounded())
388         {
389
390             transform.rotation = Quaternion.LookRotation(moveDirection);
391
392         }
393         else
394         {
395             /* This causes choppy behaviour when colliding with SIDES
396              * Vector3 xzMove = velocity;
397             xzMove.y = 0;
398             if (xzMove.sqrMagnitude > 0.001f)
399             {
400                 transform.rotation = Quaternion.LookRotation(xzMove);
401             }*/
402         }
403
404         // We are in jump mode but just became grounded
405         if (IsGrounded())
406         {
407             lastGroundedTime = Time.time;
408             inAirVelocity = Vector3.zero;
409             if (jumping)
410             {
411                 jumping = false;
412                 SendMessage("DidLand", SendMessageOptions.DontRequireReceiver);
413             }
414         }
415
416         lastPos = transform.position;
417     }
File name: NetworkingPeer.cs Copy
1937     public static void SendMonoMessage(PhotonNetworkingMessage methodString, params object[] parameters)
1938     {
1939         HashSet objectsToCall;
1940         if (PhotonNetwork.SendMonoMessageTargets != null)
1941         {
1942             objectsToCall = PhotonNetwork.SendMonoMessageTargets;
1943         }
1944         else
1945         {
1946             objectsToCall = PhotonNetwork.FindGameObjectsWithComponent(PhotonNetwork.SendMonoMessageTargetType);
1947         }
1948
1949         string methodName = methodString.ToString();
1950         object callParameter = (parameters != null && parameters.Length == 1) ? parameters[0] : parameters;
1951         foreach (GameObject gameObject in objectsToCall)
1952         {
1953             gameObject.SendMessage(methodName, callParameter, SendMessageOptions.DontRequireReceiver);
1954         }
1955     }
File name: NetworkingPeer.cs Copy
2279     internal GameObject DoInstantiate(Hashtable evData, PhotonPlayer photonPlayer, GameObject resourceGameObject)
2280     {
2281         // some values always present:
2282         string prefabName = (string)evData[(byte)0];
2283         int serverTime = (int)evData[(byte)6];
2284         int instantiationId = (int)evData[(byte)7];
2285
2286         Vector3 position;
2287         if (evData.ContainsKey((byte)1))
2288         {
2289             position = (Vector3)evData[(byte)1];
2290         }
2291         else
2292         {
2293             position = Vector3.zero;
2294         }
2295
2296         Quaternion rotation = Quaternion.identity;
2297         if (evData.ContainsKey((byte)2))
2298         {
2299             rotation = (Quaternion)evData[(byte)2];
2300         }
2301
2302         int group = 0;
2303         if (evData.ContainsKey((byte)3))
2304         {
2305             group = (int)evData[(byte)3];
2306         }
2307
2308         short objLevelPrefix = 0;
2309         if (evData.ContainsKey((byte)8))
2310         {
2311             objLevelPrefix = (short)evData[(byte)8];
2312         }
2313
2314         int[] viewsIDs;
2315         if (evData.ContainsKey((byte)4))
2316         {
2317             viewsIDs = (int[])evData[(byte)4];
2318         }
2319         else
2320         {
2321             viewsIDs = new int[1] { instantiationId };
2322         }
2323
2324         object[] incomingInstantiationData;
2325         if (evData.ContainsKey((byte)5))
2326         {
2327             incomingInstantiationData = (object[])evData[(byte)5];
2328         }
2329         else
2330         {
2331             incomingInstantiationData = null;
2332         }
2333
2334         // SetReceiving filtering
2335         if (group != 0 && !this.allowedReceivingGroups.Contains(group))
2336         {
2337             return null; // Ignore group
2338         }
2339
2340         // load prefab, if it wasn't loaded before (calling methods might do this)
2341         if (resourceGameObject == null)
2342         {
2343             if (!NetworkingPeer.UsePrefabCache || !NetworkingPeer.PrefabCache.TryGetValue(prefabName, out resourceGameObject))
2344             {
2345                 resourceGameObject = (GameObject)Resources.Load(prefabName, typeof(GameObject));
2346                 if (NetworkingPeer.UsePrefabCache)
2347                 {
2348                     NetworkingPeer.PrefabCache.Add(prefabName, resourceGameObject);
2349                 }
2350             }
2351
2352             if (resourceGameObject == null)
2353             {
2354                 Debug.LogError("PhotonNetwork error: Could not Instantiate the prefab [" + prefabName + "]. Please verify you have this gameobject in a Resources folder.");
2355                 return null;
2356             }
2357         }
2358
2359         // now modify the loaded "blueprint" object before it becomes a part of the scene (by instantiating it)
2360         PhotonView[] resourcePVs = resourceGameObject.GetPhotonViewsInChildren();
2361         if (resourcePVs.Length != viewsIDs.Length)
2362         {
2363             throw new Exception("Error in Instantiation! The resource's PhotonView count is not the same as in incoming data.");
2364         }
2365
2366         for (int i = 0; i < viewsIDs.Length; i++)
2367         {
2368             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2369             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2370             resourcePVs[i].viewID = viewsIDs[i];
2371             resourcePVs[i].prefix = objLevelPrefix;
2372             resourcePVs[i].instantiationId = instantiationId;
2373             resourcePVs[i].isRuntimeInstantiated = true;
2374         }
2375
2376         this.StoreInstantiationData(instantiationId, incomingInstantiationData);
2377
2378         // load the resource and set it's values before instantiating it:
2379         GameObject go = (GameObject)GameObject.Instantiate(resourceGameObject, position, rotation);
2380
2381         for (int i = 0; i < viewsIDs.Length; i++)
2382         {
2383             // NOTE instantiating the loaded resource will keep the viewID but would not copy instantiation data, so it's set below
2384             // so we only set the viewID and instantiationId now. the instantiationData can be fetched
2385             resourcePVs[i].viewID = 0;
2386             resourcePVs[i].prefix = -1;
2387             resourcePVs[i].prefixBackup = -1;
2388             resourcePVs[i].instantiationId = -1;
2389             resourcePVs[i].isRuntimeInstantiated = false;
2390         }
2391
2392         this.RemoveInstantiationData(instantiationId);
2393
2394         // Send OnPhotonInstantiate callback to newly created GO.
2395         // GO will be enabled when instantiated from Prefab and it does not matter if the script is enabled or disabled.
2396         go.SendMessage(PhotonNetworkingMessage.OnPhotonInstantiate.ToString(), new PhotonMessageInfo(photonPlayer, serverTime, null), SendMessageOptions.DontRequireReceiver);
2397         return go;
2398     }
File name: InputToEvent.cs Copy
32     void Update()
33     {
34         if( DetectPointedAtGameObject )
35         {
36             goPointedAt = RaycastObject( Input.mousePosition );
37         }
38
39         if( Input.touchCount > 0 )
40         {
41             Touch touch = Input.GetTouch( 0 );
42             this.currentPos = touch.position;
43
44             if( touch.phase == TouchPhase.Began )
45             {
46                 Press( touch.position );
47             }
48             else if( touch.phase == TouchPhase.Ended )
49             {
50                 Release( touch.position );
51             }
52
53             return;
54         }
55
56         currentPos = Input.mousePosition;
57         if( Input.GetMouseButtonDown( 0 ) )
58         {
59             Press( Input.mousePosition );
60         }
61         if( Input.GetMouseButtonUp( 0 ) )
62         {
63             Release( Input.mousePosition );
64         }
65
66         if( Input.GetMouseButtonDown( 1 ) )
67         {
68             pressedPosition = Input.mousePosition;
69             lastGo = RaycastObject( pressedPosition );
70             if( lastGo != null )
71             {
72                 lastGo.SendMessage( "OnPressRight", SendMessageOptions.DontRequireReceiver );
73             }
74         }
75     }
File name: InputToEvent.cs Copy
78     private void Press( Vector2 screenPos )
79     {
80         pressedPosition = screenPos;
81         this.Dragging = true;
82
83         lastGo = RaycastObject( screenPos );
84         if( lastGo != null )
85         {
86             lastGo.SendMessage( "OnPress", SendMessageOptions.DontRequireReceiver );
87         }
88     }
File name: InputToEvent.cs Copy
90     private void Release( Vector2 screenPos )
91     {
92         if( lastGo != null )
93         {
94             GameObject currentGo = RaycastObject( screenPos );
95             if( currentGo == lastGo ) lastGo.SendMessage( "OnClick", SendMessageOptions.DontRequireReceiver );
96             lastGo.SendMessage( "OnRelease", SendMessageOptions.DontRequireReceiver );
97             lastGo = null;
98         }
99
100         pressedPosition = Vector2.zero;
101         this.Dragging = false;
102     }

SendMessageOptions 128 lượt xem

Gõ tìm kiếm nhanh...