1

これが解決されたコードです。

解決済み[]

using UnityEngine;
using System.Collections;

public class NetworkManager : MonoBehaviour {
    /*
    public Camera standbyCamera;*/
    // Use this for initialization
    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    private GameObject pivot;
    private GameObject topDownCam;
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);

        topDownCam = GameObject.FindWithTag("TopDown");
        topDownCam.GetComponent<Camera>().enabled = true;

        try
        {

            pivot = GameObject.FindWithTag("PivotObject");


            pivot.GetComponent<MouseLook>().enabled = true;

            MouseLook mouseScript = myPlayer.GetComponentInChildren<MouseLook>();
            if(mouseScript != null)
            {
                mouseScript.enabled = true;
            }

            CharMove moveScript = myPlayer.GetComponentInChildren<CharMove>();
            if(moveScript != null)
            {
                moveScript.enabled = true;
            }

            CharacterController controlScript = myPlayer.GetComponentInChildren<CharacterController>();
            if(controlScript != null)
            {
                controlScript.enabled = true;
            }

            Camera childCam = myPlayer.GetComponentInChildren<Camera>();
            if(childCam != null)
            {
                childCam.enabled = true;
            }

        }
        catch
        {
            Debug.Log ("Error finding children");
        }



    }
}

そのため、フォトン ネットワーキングを使用しているユニティ プロジェクトに取り組んでいます。プレーヤーの構造とそれに関連するスクリプトの画像を添付しました。何らかの理由で、2 人のプレイヤーをロードすると、お互いが見えなくなります。

プレーヤーを無効にしないと、両方が表示されますが、コントロールはすべて台無しになります。ただし、キャラクターの各要素に関連付けられたスクリプトを無効にし、チュートリアルで述べたようにキャラクターを有効のままにしておくと、コンポーネントにアクセスする方法がわかりません。 ここに画像の説明を入力

コンソールで参加に失敗しました ここに出力があります

Failed Join
UnityEngine.Debug:Log(Object)
NetworkManager:OnPhotonRandomJoinFailed() (at Assets/Game Assets/Prefab/Resources/Scripts/NetworkManager.cs:28)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1865)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1223)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

しかし、それは参加し、失敗しません

Joined Room
UnityEngine.Debug:Log(Object)
NetworkManager:OnJoinedRoom() (at Assets/Game Assets/Prefab/Resources/Scripts/NetworkManager.cs:32)
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
NetworkingPeer:SendMonoMessage(PhotonNetworkingMessage, Object[]) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1865)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1708)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

これが私のNetworkManagerです

    /*
    public Camera standbyCamera;*/
    // Use this for initialization
    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;
        //((MonoBehaviour)myPlayer.GetComponent("CharMove")).enabled = true;



    }
}

新しい開発 Unity に参加してから別のプレイヤーと再度参加すると、次のエラーが表示されます。

Received OnSerialization for view ID 2001. We have no such PhotonView! Ignored this if you're leaving a room. State: Joined
UnityEngine.Debug:LogWarning(Object)
NetworkingPeer:OnSerializeRead(Hashtable, PhotonPlayer, Int32, Int16) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3342)
NetworkingPeer:OnEvent(EventData) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:1758)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:83)

コードを少し変更しましたが、カメラ以外は機能しているようです

    SpawnSpot[] spawnSpots; 
    void Start () {
        Connect ();
        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;
        ((MonoBehaviour)myPlayer.GetComponent("CharMove")).enabled = true;

        Transform[] allChildren = GetComponentsInChildren<Transform>();
        foreach (Transform child in allChildren) {
            ((MonoBehaviour)child.GetComponent("MouseLook")).enabled = true;
            child.transform.FindChild("Camera").gameObject.SetActive (true);
        }

        //myPlayer.transform.FindChild ("Camera").gameObject.SetActive (true);

    }
}

2 番目のキャラクターをスポーンしても、カメラが起動せず、最初のキャラクターのカメラから 2 番目のキャラクターを技術的に制御しています。

コーディングを続けると、これを思いつきます

        spawnSpots = GameObject.FindObjectsOfType<SpawnSpot> ();
    }

    void Connect(){
        PhotonNetwork.ConnectUsingSettings ("1.0.0");
    }

    void OnGui(){
        Debug.Log ("OnGui" + PhotonNetwork.connectionStateDetailed.ToString ());
        GUILayout.Label (PhotonNetwork.connectionStateDetailed.ToString ());
    }
    // Update is called once per frame
    void OnJoinedLobby () {
        Debug.Log ("Joined Lobby");
        PhotonNetwork.JoinRandomRoom ();
    }
    void OnPhotonRandomJoinFailed(){
        Debug.Log ("Failed Join");
        PhotonNetwork.CreateRoom (null);
    }
    void OnJoinedRoom() {
        Debug.Log ("Joined Room");
        SpawnMyPlayer ();
    }
    public void SpawnMyPlayer(){
        SpawnSpot mySpawnSpot = spawnSpots [ Random.Range (0, spawnSpots.Length) ];
        GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);
        //standbyCamera.enabled = false;
        myPlayer.gameObject.SetActive (true);
        //((MonoBehaviour)myPlayer.GetComponent("CharacterController")).enabled = true;



        try
        {
            MouseLook mouseScript = myPlayer.GetComponentInChildren<MouseLook>();
            if(mouseScript != null)
            {
                mouseScript.enabled = true;
            }
            CharMove moveScript = myPlayer.GetComponentInChildren<CharMove>();
            if(moveScript != null)
            {
                moveScript.enabled = true;
            }
            CharacterController controlScript = myPlayer.GetComponentInChildren<CharacterController>();
            if(controlScript != null)
            {
                controlScript.enabled = true;
            }
            Camera childCam = myPlayer.GetComponentInChildren<Camera>();
            if(childCam != null)
            {
                childCam.enabled = true;
            }

        }
        catch
        {
            Debug.Log ("Error finding children");
        }



    }
}

したがって、エラーは発生しませんが、Turret、Pivo​​tPoint の子が見つからず、そのマウスの外観を有効にすると、Turret のマウスの外観のみが有効になります。

4

1 に答える 1

0

SpawnMyPlayerあなたが設定した機能に答えがあります

GameObject myPlayer = PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0); 

そうでなければならない

GameObject myPlayer = (GameObject)PhotonNetwork.Instantiate ("Player", mySpawnSpot.transform.position, mySpawnSpot.transform.rotation, 0);

また、エディターでPhoton Viewコンポーネントを追加してみてください:)これが役立つことを願っています!

于 2015-12-17T05:16:59.460 に答える