属于当前配置的通道的列表。
注意:作为参数传递到 Unity Multiplayer 中某个函数的所有 ConnectionConfig 都会进行深度复制(即创建一个全新的副本,完全不引用原始配置)。
using UnityEngine;
using UnityEngine.Networking;
public class ExampleScript : NetworkBehaviour
{
void Start()
{
ConnectionConfig myConfig = new ConnectionConfig();
myConfig.AddChannel(QosType.Unreliable);
myConfig.AddChannel(QosType.UnreliableFragmented);
myConfig.AddChannel(QosType.UnreliableSequenced);
myConfig.AddChannel(QosType.Reliable);
myConfig.AddChannel(QosType.ReliableFragmented);
myConfig.AddChannel(QosType.ReliableSequenced);
myConfig.AddChannel(QosType.StateUpdate);
myConfig.AddChannel(QosType.ReliableStateUpdate);
myConfig.AddChannel(QosType.AllCostDelivery);
for (int i = 0; i < myConfig.ChannelCount; ++i)
{
Debug.Log("Channel: " + i + " has qos: " + myConfig.Channels[i].QOS);
}
}
}