【问题标题】:Syncing Text using PUN in Unity在 Unity 中使用 PUN 同步文本
【发布时间】:2021-08-16 12:26:49
【问题描述】:

我正在制作一个简单的 Word Builder 类型的游戏(其中一个玩家输入一个单词,另一个玩家输入一个以第一个玩家单词的最后一个字母开头的单词),但我无法获取 Text to出现在两个屏幕上。 如果我对其进行硬编码,我可以让文本显示出来,例如:

    [PunRPC]
    public void DisplayWord ()
    {
        MainWord.text = "Word";
    }

但我无法让它在两个屏幕上显示玩家刚刚输入的单词,我认为这段代码会显示:

    [PunRPC]
    public void DisplayWord ()
    {
        MainWord.text = UsedString;
        //UsedString is the word the (one of the) players just entered.
    }

任何帮助将不胜感激,非常感谢!

这是输入单词的完整代码:

using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine;
using Photon.Pun;

public class DictionaryScript : MonoBehaviourPunCallbacks
{
    List<string> DictA = new List<string> () { 
    "a",
    "aa",
    "aaa",
    "aah",
    "aahed",
    "aahing",
    "aahs",
    "aal",
    "aalii",
    "aaliis",
    "aals",
    "aam",
    "aani",
    "aardvark",
    "aardvarks",
    "aardwolf",
    "aardwolves",
    "aargh",
    "aaron",
    "aaronic",
    "aaronical",
    "aaronite",
    "aaronitic",
    "aarrgh",
    "aarrghh",
    "aaru",
    "aas",
    "aasvogel",
    "aasvogels"};

    public List<string> DictAUsed = new List<string>() { };

    public string UsedString;
    public string NewString;

    public InputField inputField;
    public Text AddedWord;
    public Text MainWord;
    public Text TurnText;

    public Text ConnectedText;
    public Button StartButton;
    public Canvas OverlayCanvas;

    // Start is called before the first frame update
    public void Awake()
    {
        if (PhotonNetwork.IsMasterClient)
        {
            StartButton.enabled = true;
            OverlayCanvas.enabled = true;
        }
        else
        {
            StartButton.enabled = false;
            OverlayCanvas.enabled = true;
        }
    }

    void Start()
    {
        if (PhotonNetwork.InRoom)
        {
            ConnectedText.text = "Connected!";
        }
    }

    public void StartGame ()
    {
        photonView.RPC("CanvasDisplay", RpcTarget.All);
    }

    public void MyWord (string newWord)
    {
        string newString = newWord.ToLower();
        print(newString);

        if (DictA.Contains(newString) && newString[0] == MainWord.text[0] && !DictAUsed.Contains(newString))
        {
            
            UsedString = newString;
            Debug.Log(UsedString);
            photonView.RPC("OnInput", RpcTarget.All);
        }

        else
        {
            print("This word does not exist!");
            AddedWord.text = newString + " is not a valid word!";
        }

        inputField.text = "";
    }


    [PunRPC]
    public void OnInput ()
    {
        DictAUsed.Add(UsedString);
        AddedWord.text = "The word was: " + UsedString;
        photonView.RPC("DisplayWord", RpcTarget.All);
    }

    [PunRPC]
    public void DisplayWord ()
    {
        MainWord.text = UsedString;
        //UsedString is the word the (one of the) players just entered.
    }

    [PunRPC]
    public void CanvasDisplay()
    {
        //string Alphabet = "abcdefghijklmnopqrstuvwxyz";
        string Alphabet = "aaaaaaaaaaaaaaaaaaaaaaaaaa";
        MainWord.text = Alphabet[Random.Range(0, 25)].ToString();
        StartButton.enabled = false;
        OverlayCanvas.enabled = false;
    }
}

我现在只有以“aa”开头的单词,一旦我能正常工作,我会添加所有单词。

【问题讨论】:

    标签: c# unity3d networking photon


    【解决方案1】:

    UsedString 未在您的网络中同步 => 在调用 RPC 时,每个玩家可能有不同的 UsedWorld 值。

    为什么不将UsedWord 作为参数传递给OnInputDisplayWord

    还有为什么DisplayWord 甚至通过 RPC 调用?由于OnInput 已经与ALL 同步,您可以直接调用该方法

    ...
        photonView.RPC(nameof(OnInput), RpcTarget.All, UsedWord);
    ...
    
    [PunRPC]
    public void OnInput (string usedString)
    {
        DictAUsed.Add(usedString);
        AddedWord.text = "The word was: " + usedString;
    
        // since this shall happen on any client as well
        // why even call it via RPC?
        // OnInput is called on ALL anyway so just do it right away
        DisplayWord(usedString);
    }
    
    public void DisplayWord (string usedString)
    {
        MainWord.text = usedString;
    }
    

    【讨论】:

    • 非常感谢!这似乎解决了它。我尝试过类似的方法,但我不确定如何使用参数调用 RPC 方法,这清除了它。
    猜你喜欢
    • 2021-01-14
    • 2015-06-10
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 1970-01-01
    • 2021-09-08
    • 2021-09-25
    • 1970-01-01
    相关资源
    最近更新 更多