1 using UnityEngine;
2 using
System.Collections;
3
4
5 public
class OnJoinInstantiate : MonoBehaviour
6 {
7     
public Transform ObjectToInstantiate;
8
9     
public bool InstantiateSceneObjects = false;
10
11     
public GameObject newObj; // not used but to show that you get the GO as return
12
13     
public void OnJoinedRoom()
14     {
15         Vector3 pos = Vector3.zero;
16         pos.x += PhotonNetwork.player.ID;
17
18         
if (!InstantiateSceneObjects)
19         {
20
21              newObj = PhotonNetwork.Instantiate(ObjectToInstantiate.name, pos, Quaternion.identity,
0, null);
22
23
24             
// anything you do with newObj locally is not reflected on the other clients.
25             
// you can add a script to the Prefab to do some instantiation in Awake() and you can call RPCs on newObj now.
26         }
27         
else
28         {
29             newObj = PhotonNetwork.InstantiateSceneObject(ObjectToInstantiate.name, pos, Quaternion.identity,
0, null);
30             
//PhotonView pv = newObj.GetComponent<PhotonView>() as PhotonView;
31             
//Debug.Log(pv.ownerId + " " + pv.viewID);
32         }
33     }
34 }


public GameObject newObj; not used but to show that you get the GO as return

anything you do with newObj locally is not reflected on the other clients.

you can add a script to the Prefab to do some instantiation in Awake() and you can call RPCs on newObj now.

PhotonView pv = newObj.GetComponent() as PhotonView;

Debug.Log(pv.ownerId + " " + pv.viewID);




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