本文整理汇总了C#中PhotonTargets类的典型用法代码示例。如果您正苦于以下问题:C# PhotonTargets类的具体用法?C# PhotonTargets怎么用?C# PhotonTargets使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
PhotonTargets类属于命名空间,在下文中一共展示了PhotonTargets类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: SendChat
void SendChat(PhotonTargets target)
{
if (chatInput != "")
{
photonView.RPC("SendChatMessage", target, chatInput);
chatInput = "";
}
}
开发者ID:loursbrun,项目名称:sniperspiritV3,代码行数:8,代码来源:ChatVik.cs
示例2: PhotonRpcSendFsmEventWithString
/// <summary>
/// Function typically called from the action "PhotonViewRpcBroadcastFsmEvent" that use RPC to send information about the event to Send to self over the network
/// </summary>
/// <param name='target'>
/// Photon Target.
/// </param>
/// <param name='globalEventName'>
/// Global Fsm event name to broadcast using the photon target rule.
/// </param>
/// <param name='stringData'>
/// String data to pass with this event. WARNING: this is not supposed to be (nor efficient) a way to synchronize data. This is simply to comply with
/// the ability for FsmEvent to include data.
/// </param>
public void PhotonRpcSendFsmEventWithString(PhotonTargets target,string globalEventName,string stringData)
{
if (LogMessageInfo)
{
Debug.Log("RPC to send string:"+stringData+" with global Fsm Event:"+globalEventName+" to self, with network target:"+target.ToString());
}
photonView.RPC("rpc_s", target, globalEventName, stringData);// method name used to be too long : "RPC_FsmPhotonRpcBroadcastFsmEventWithString"
}
开发者ID:jiangkuo888,项目名称:ORP_beta,代码行数:22,代码来源:PlayMakerPhotonGameObjectProxy.cs
示例3: PhotonRpcSendFsmEvent
/// <summary>
/// Function typically called from the action "PhotonViewRpcBroadcastFsmEvent" that use RPC to send information about the event to Send to self over the network
/// </summary>
/// <param name='target'>
/// Photon Target.
/// </param>
/// <param name='globalEventName'>
/// Global Fsm event name to send using the photon target rule.
/// </param>
public void PhotonRpcSendFsmEvent(PhotonTargets target,string globalEventName)
{
if (LogMessageInfo)
{
Debug.Log("RPC to send global Fsm Event:"+globalEventName+" to self, with network target:"+target.ToString());
}
photonView.RPC("rpc", target, globalEventName);// method name used to be too long : "RPC_PhotonRpcBroadcastFsmEvent"
}
开发者ID:jiangkuo888,项目名称:ORP_beta,代码行数:18,代码来源:PlayMakerPhotonGameObjectProxy.cs
示例4: Reset
public override void Reset()
{
// JFF: how can I set this silently without a plubic variable? if I set it to private, it doesn't work anymore. maybe I forgot a setting?
eventTarget = new FsmEventTarget();
eventTarget.target = FsmEventTarget.EventTarget.BroadcastAll;
remoteEvent = null;
photonTargets = PhotonTargets.All;
photonTargetsFromString = null;
stringData = null;
}
开发者ID:nermakov777,项目名称:Unity_Tests,代码行数:11,代码来源:PhotonViewRpcBroadcastFsmEvent.cs
示例5: resetDoorTime
void resetDoorTime(PhotonTargets ptarget)
{
photonView.RPC("resetDoors",ptarget, false);
}
开发者ID:nguyensitien,项目名称:SGICollab,代码行数:4,代码来源:DoorTriggerScript.cs
示例6: RpcSecure
/// <summary>
/// Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client).
/// </summary>
/// <remarks>
/// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
/// It enables you to make every client in a room call a specific method.
///
/// RPC calls can target "All" or the "Others".
/// Usually, the target "All" gets executed locally immediately after sending the RPC.
/// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
/// Of course, calls are affected by this client's lag and that of remote clients.
///
/// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
/// originating client.
///
/// See: [Remote Procedure Calls](@ref rpcManual).
/// </remarks>
///<param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
///<param name="target">The group of targets and the way the RPC gets sent.</param>
///<param name="encrypt"> </param>
///<param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
public void RpcSecure(string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
{
PhotonNetwork.RPC(this, methodName, target, encrypt, parameters);
}
开发者ID:matsmulder,项目名称:MinorProject,代码行数:25,代码来源:PhotonView.cs
示例7: RPC
/// <summary>
/// Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client).
/// </summary>
/// <remarks>
/// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
/// It enables you to make every client in a room call a specific method.
///
/// RPC calls can target "All" or the "Others".
/// Usually, the target "All" gets executed locally immediately after sending the RPC.
/// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
/// Of course, calls are affected by this client's lag and that of remote clients.
///
/// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
/// originating client.
///
/// See: [Remote Procedure Calls](@ref rpcManual).
/// </remarks>
/// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
/// <param name="target">The group of targets and the way the RPC gets sent.</param>
/// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
public void RPC(string methodName, PhotonTargets target, params object[] parameters)
{
RpcSecure(methodName, target, false, parameters);
}
开发者ID:matsmulder,项目名称:MinorProject,代码行数:24,代码来源:PhotonView.cs
示例8: RPC
/// RPC Hashtable Structure
/// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
/// (byte)1 -> (short) prefix (level)
/// (byte)2 -> (int) server timestamp
/// (byte)3 -> (string) methodname
/// (byte)4 -> (object[]) parameters
/// (byte)5 -> (string) method shortcut (alternative to name)
///
/// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
internal void RPC(PhotonView view, string methodName, PhotonTargets target, params object[] parameters)
{
if (this.blockSendingGroups.Contains(view.group))
{
return; // Block sending on this group
}
if (view.viewID < 1)
{
Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
}
if (this.DebugOut >= DebugLevel.INFO)
{
this.DebugReturn(DebugLevel.INFO, "Sending RPC \"" + methodName + "\" to " + target);
}
//ts: changed RPCs to a one-level hashtable as described in internal.txt
Hashtable rpcEvent = new Hashtable();
rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
// send name or shortcut (if available)
int shortcut = 0;
if (rpcShortcuts.TryGetValue(methodName, out shortcut))
{
rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
}
else
{
rpcEvent[(byte)3] = methodName;
}
if (parameters != null || parameters.Length == 0)
{
rpcEvent[(byte)4] = (object[])parameters;
}
// Check scoping
if (target == PhotonTargets.All)
{
this.OpRaiseEvent(PhotonNetworkMessages.RPC, (byte)view.group, rpcEvent, true, 0);
// Execute local
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else if (target == PhotonTargets.Others)
{
this.OpRaiseEvent(PhotonNetworkMessages.RPC, (byte)view.group, rpcEvent, true, 0);
}
else if (target == PhotonTargets.AllBuffered)
{
this.OpRaiseEvent(PhotonNetworkMessages.RPC, rpcEvent, true, 0, EventCaching.AddToRoomCache, ReceiverGroup.Others);
// Execute local
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else if (target == PhotonTargets.OthersBuffered)
{
this.OpRaiseEvent(PhotonNetworkMessages.RPC, rpcEvent, true, 0, EventCaching.AddToRoomCache, ReceiverGroup.Others);
}
else if (target == PhotonTargets.MasterClient)
{
if (this.mMasterClient == this.mLocalActor)
{
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else
{
this.OpRaiseEvent(PhotonNetworkMessages.RPC, rpcEvent, true, 0, EventCaching.DoNotCache, ReceiverGroup.MasterClient);//TS: changed from caching to non-cached. this goes to master only
}
}
else
{
Debug.LogError("Unsupported target enum: " + target);
}
}
开发者ID:rmkeezer,项目名称:fpsgame,代码行数:89,代码来源:NetworkingPeer.cs
示例9: RPC
/// <summary>
/// Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client).
/// </summary>
/// <remarks>
/// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
/// It enables you to make every client in a room call a specific method.
///
/// RPC calls can target "All" or the "Others".
/// Usually, the target "All" gets executed locally immediately after sending the RPC.
/// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
/// Of course, calls are affected by this client's lag and that of remote clients.
///
/// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
/// originating client.
///
/// See: [Remote Procedure Calls](@ref rpcManual).
/// </remarks>
/// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
/// <param name="target">The group of targets and the way the RPC gets sent.</param>
/// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
public void RPC(string methodName, PhotonTargets target, params object[] parameters)
{
PhotonNetwork.RPC(this, methodName, target, false, parameters);
}
开发者ID:daniel-cheng,项目名称:stellar,代码行数:24,代码来源:PhotonView.cs
示例10: RPC
/// RPC Hashtable Structure
/// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
/// (byte)1 -> (short) prefix (level)
/// (byte)2 -> (int) server timestamp
/// (byte)3 -> (string) methodname
/// (byte)4 -> (object[]) parameters
/// (byte)5 -> (byte) method shortcut (alternative to name)
///
/// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
internal void RPC(PhotonView view, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
{
// Check scoping
if (target == PhotonTargets.All)
{
RPC(view, methodName, PhotonNetwork.playerList, encrypt, parameters);
}
else if (target == PhotonTargets.Others)
{
RPC(view, methodName, PhotonNetwork.otherPlayers, encrypt, parameters);
}
else if(target == PhotonTargets.MasterClient)
{
RPC(view, methodName, PhotonNetwork.masterClient, encrypt, parameters);
}
}
开发者ID:Awesome-MQP,项目名称:Storybook,代码行数:26,代码来源:NetworkingPeer.cs
示例11: RPC
/// <summary>
/// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
/// </summary>
internal static void RPC(PhotonView view, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
{
if (!VerifyCanUseNetwork())
{
return;
}
if (room == null)
{
Debug.LogWarning("Cannot send RPCs in Lobby! RPC dropped.");
return;
}
if (networkingPeer != null)
{
if (PhotonNetwork.networkingPeer.hasSwitchedMC && target == PhotonTargets.MasterClient)
{
networkingPeer.RPC(view, methodName, PhotonNetwork.masterClient, encrypt, parameters);
}
else
{
networkingPeer.RPC(view, methodName, target, encrypt, parameters);
}
}
else
{
Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
}
}
开发者ID:Kaljo123,项目名称:Teleport,代码行数:32,代码来源:PhotonNetwork.cs
示例12: sendLiftTime
void sendLiftTime(PhotonTargets ptarget)
{
photonView.RPC("updateLiftTime", ptarget, localLiftTime);
}
开发者ID:nguyensitien,项目名称:SGICollab,代码行数:4,代码来源:triggerCsScript.cs
示例13: RPC
/// <summary>
/// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
/// </summary>
internal static void RPC(PhotonView view, string methodName, PhotonTargets target, params object[] parameters)
{
if (!VerifyCanUseNetwork())
{
return;
}
if (room == null)
{
UnityEngine.Debug.LogWarning("Cannot send RPCs in Lobby! RPC dropped.");
return;
}
if (networkingPeer != null)
{
networkingPeer.RPC(view, methodName, target, parameters);
}
else
{
UnityEngine.Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
}
}
开发者ID:JulyMars,项目名称:frozen_free_fall,代码行数:25,代码来源:PhotonNetwork.cs
示例14: RpcSecureAsMaster
public static void RpcSecureAsMaster(this PhotonView photonView, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
{
RpcManager.SendRpcSecureToMaster(photonView, methodName, target, encrypt, parameters);
}
开发者ID:oatssss,项目名称:McGill-Once-McGill-Twice,代码行数:4,代码来源:ExtensionMethods.cs
示例15: SendChat
private void SendChat(PhotonTargets target)
{
Debug.Log(target);
photonView.RPC("SendChatMessage", target, chatInput);
chatInput = "";
}
开发者ID:pbes0707,项目名称:DifBird,代码行数:6,代码来源:Network_Chat.cs
示例16: SendChat
void SendChat(PhotonTargets target)
{
if (chatInput != "")
{
//Send to other players
if (photonView)
photonView.RPC("SendChatMessage", target, "<"+chatterClass+">: " +chatInput, chatterClass);
//Send to online database
StartCoroutine(saveChatToOnlineDatabase());
//Empty input
chatInput = "";
}
}
开发者ID:nguyensitien,项目名称:SGICollab,代码行数:15,代码来源:ChatVik.cs
示例17: RPC
/// <summary>
/// Internal to send an RPC on given PhotonView. Do not call this directly but use: PhotonView.RPC!
/// </summary>
internal static void RPC(PhotonView view, string methodName, PhotonTargets target, bool encrypt, params object[] parameters)
{
if (!VerifyCanUseNetwork())
{
return;
}
if (room == null)
{
Debug.LogWarning("RPCs can only be sent in rooms. Call of \"" + methodName + "\" gets executed locally only, if at all.");
return;
}
if (networkingPeer != null)
{
if (PhotonNetwork.room.serverSideMasterClient)
{
networkingPeer.RPC(view, methodName, target, null, encrypt, parameters);
}
else
{
if (PhotonNetwork.networkingPeer.hasSwitchedMC && target == PhotonTargets.MasterClient)
{
networkingPeer.RPC(view, methodName, PhotonTargets.Others, PhotonNetwork.masterClient, encrypt, parameters);
}
else
{
networkingPeer.RPC(view, methodName, target, null, encrypt, parameters);
}
}
}
else
{
Debug.LogWarning("Could not execute RPC " + methodName + ". Possible scene loading in progress?");
}
}
开发者ID:yuvadius,项目名称:need4bit,代码行数:39,代码来源:PhotonNetwork.cs
示例18: RPC
/// <summary>
/// Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client).
/// </summary>
/// <remarks>
/// [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN.
/// It enables you to make every client in a room call a specific method.
///
/// RPC calls can target "All" or the "Others".
/// Usually, the target "All" gets executed locally immediately after sending the RPC.
/// The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back.
/// Of course, calls are affected by this client's lag and that of remote clients.
///
/// Each call automatically is routed to the same PhotonView (and GameObject) that was used on the
/// originating client.
///
/// See: [Remote Procedure Calls](@ref rpcManual).
/// </remarks>
/// <param name="methodName">The name of a fitting method that was has the RPC attribute.</param>
/// <param name="target">The group of targets and the way the RPC gets sent.</param>
/// <param name="parameters">The parameters that the RPC method has (must fit this call!).</param>
public void RPC(string methodName, PhotonTargets target, params object[] parameters)
{
if(PhotonNetwork.networkingPeer.hasSwitchedMC && target == PhotonTargets.MasterClient)
{
PhotonNetwork.RPC(this, methodName, PhotonNetwork.masterClient, parameters);
}
else
{
PhotonNetwork.RPC(this, methodName, target, parameters);
}
}
开发者ID:jeffreychien,项目名称:zombietoilet,代码行数:31,代码来源:PhotonView.cs
示例19: RPC
/// RPC Hashtable Structure
/// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
/// (byte)1 -> (short) prefix (level)
/// (byte)2 -> (int) server timestamp
/// (byte)3 -> (string) methodname
/// (byte)4 -> (object[]) parameters
/// (byte)5 -> (byte) method shortcut (alternative to name)
///
/// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
internal void RPC(PhotonView view, string methodName, PhotonTargets target, params object[] parameters)
{
if (this.blockSendingGroups.Contains(view.group))
{
return; // Block sending on this group
}
if (view.viewID < 1)
{
Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
}
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
Debug.Log("Sending RPC \"" + methodName + "\" to " + target);
//ts: changed RPCs to a one-level hashtable as described in internal.txt
Hashtable rpcEvent = new Hashtable();
rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = this.ServerTimeInMilliSeconds;
// send name or shortcut (if available)
int shortcut = 0;
if (rpcShortcuts.TryGetValue(methodName, out shortcut))
{
rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
}
else
{
rpcEvent[(byte)3] = methodName;
}
if (parameters != null && parameters.Length > 0)
{
rpcEvent[(byte)4] = (object[])parameters;
}
// Check scoping
if (target == PhotonTargets.All)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
//this.OpRaiseEvent(PunEvent.RPC, (byte)view.group, rpcEvent, true, 0);
// Execute local
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else if (target == PhotonTargets.Others)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.AllBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache};
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
// Execute local
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else if (target == PhotonTargets.OthersBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.MasterClient)
{
if (this.mMasterClient == this.mLocalActor)
{
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { Receivers = ReceiverGroup.MasterClient };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
}
else if (target == PhotonTargets.AllViaServer)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Receivers = ReceiverGroup.All };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
if (PhotonNetwork.offlineMode)
{
this.ExecuteRPC(rpcEvent, this.mLocalActor);
}
//.........这里部分代码省略.........
开发者ID:JonasSkaug,项目名称:afgangsprojekt-team-tj,代码行数:101,代码来源:NetworkingPeer.cs
示例20: RPC
/// RPC Hashtable Structure
/// (byte)0 -> (int) ViewId (combined from actorNr and actor-unique-id)
/// (byte)1 -> (short) prefix (level)
/// (byte)2 -> (int) server timestamp
/// (byte)3 -> (string) methodname
/// (byte)4 -> (object[]) parameters
/// (byte)5 -> (byte) method shortcut (alternative to name)
///
/// This is sent as event (code: 200) which will contain a sender (origin of this RPC).
internal void RPC(PhotonView view, string methodName, PhotonTargets target, PhotonPlayer player, bool encrypt, params object[] parameters)
{
if (this.blockSendingGroups.Contains(view.group))
{
return; // Block sending on this group
}
if (view.viewID < 1)
{
Debug.LogError("Illegal view ID:" + view.viewID + " method: " + methodName + " GO:" + view.gameObject.name);
}
if (PhotonNetwork.logLevel >= PhotonLogLevel.Full)
{
Debug.Log("Sending RPC \"" + methodName + "\" to target: " + target + " or player:" + player + ".");
}
//ts: changed RPCs to a one-level hashtable as described in internal.txt
Hashtable rpcEvent = new Hashtable();
rpcEvent[(byte)0] = (int)view.viewID; // LIMITS NETWORKVIEWS&PLAYERS
if (view.prefix > 0)
{
rpcEvent[(byte)1] = (short)view.prefix;
}
rpcEvent[(byte)2] = PhotonNetwork.ServerTimestamp;
// send name or shortcut (if available)
int shortcut = 0;
if (rpcShortcuts.TryGetValue(methodName, out shortcut))
{
rpcEvent[(byte)5] = (byte)shortcut; // LIMITS RPC COUNT
}
else
{
rpcEvent[(byte)3] = methodName;
}
if (parameters != null && parameters.Length > 0)
{
rpcEvent[(byte)4] = (object[])parameters;
}
// if sent to target player, this overrides the target
if (player != null)
{
if (this.LocalPlayer.ID == player.ID)
{
this.ExecuteRpc(rpcEvent, player);
}
else
{
RaiseEventOptions options = new RaiseEventOptions() { TargetActors = new int[] { player.ID }, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
return;
}
// send to a specific set of players
if (target == PhotonTargets.All)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
// Execute local
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
else if (target == PhotonTargets.Others)
{
RaiseEventOptions options = new RaiseEventOptions() { InterestGroup = (byte)view.group, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.AllBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
// Execute local
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
else if (target == PhotonTargets.OthersBuffered)
{
RaiseEventOptions options = new RaiseEventOptions() { CachingOption = EventCaching.AddToRoomCache, Encrypt = encrypt };
this.OpRaiseEvent(PunEvent.RPC, rpcEvent, true, options);
}
else if (target == PhotonTargets.MasterClient)
{
if (this.mMasterClientId == this.LocalPlayer.ID)
{
this.ExecuteRpc(rpcEvent, this.LocalPlayer);
}
//.........这里部分代码省略.........
开发者ID:yuvadius,项目名称:need4bit,代码行数:101,代码来源:NetworkingPeer.cs
注:本文中的PhotonTargets类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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