用于在网络视图监视的脚本中自定义变量同步。
自动确定是否应该发送或接收被序列化的变量, 请参阅下面的示例来获得更好的理解。这取决于谁拥有该对象,即所有者发送, 其他各方接收。
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public int currentHealth = 0;
void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) {
if (stream.isWriting) {
int healthC = currentHealth;
stream.Serialize(ref healthC);
} else {
int healthZ = 0;
stream.Serialize(ref healthZ);
currentHealth = healthZ;
}
}
}