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【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》

小猪肥 2022-04-02 阅读 61

一、前言

Photon Unity Networking (PUN)是一种用于多人游戏的Unity软件包。

灵活的匹配可以让玩家进入房间,可以通过网络同步对象。

快速和可靠的通信是通过专用的Photon 服务器完成的,因此客户端连接不需要1对1。

二、参考文章

1、【PUN】Photon Unity Networking(PUN)的简单使用

2、【Unity3D】 Photon多人游戏开发教程

3、PUN介绍(干货)

4、Photon Unity Networking 案例(一)

5、Unity3D利用Photon实现实时联网对战(二)PUN SDK介绍

6、Photon Unity Networking基础教程 7 修改Player的联网版本

7、使用Photon Unity Networking开发多人网络游戏的基本思路(一):大厅与等待房间

三、正文

快速搭建

1.下载PUN插件,下载地址:https://doc.photonengine.com/en-us/pun/current/getting-started/pun-intro

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide

会跳转到AssetStore商店:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_02

需要注意的是版本要Unity2017.4.7以上,如果是以前的版本,可以安装PUN1.0版本

或者直接在Unity里面Alt+9访问商店,然后搜索PUN插件

2.然后需要打开Photon的官网注册一个账号,https://dashboard.photonengine.com/Account/SignIn?ReturnUrl=%2fzh-CN%2fpubliccloud

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_03

登录以后,点击新建一个APP:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_04

类型的话,如果是聊天室可以选择Photon Chat,普通的选择Photon PUN就可以了

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_05

复制App ID,到Unity项目中的Photon/PhotonUnityNetworking/Resources/PhotonServerSettings的

App Id Realtim

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_06

3.新建场景,新建一个Plane,和Cube,将Cube设成预制体,放到Resouces文件夹:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_07

4.给Cube加上Photon View组件,如果要同步的话,这个组件是必须的

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_08

将Cube的Transform拖入Observed Components

5.新建脚本ClickFloor,将脚本付给Plane

using Photon.Pun;
using UnityEngine;

public class ClickFloor : MonoBehaviour
{
public GameObject m_Prefab;

void Update()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
PhotonNetwork.Instantiate(m_Prefab.name, hit.point + new Vector3(0, 3, 0), Quaternion.identity, 0);
}
}
}
}

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_09

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_10

6.新建脚本PhotonConnect.cs

using UnityEngine;
using Photon.Pun;//导入Photon命名空间
using Photon.Realtime;

public class PhotonConnect : MonoBehaviour
{
void Start()
{
//初始化版本号
PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.GameVersion = "1";
}

//按钮事件 创建房间
public void Btn_CreateRoom(string _roomName)
{

//设置房间属性
RoomOptions m_Room = new RoomOptions { IsOpen = true, IsVisible = true, MaxPlayers = 4 };
PhotonNetwork.CreateRoom(_roomName, m_Room);
}

//根据房间名加入房间
public void Btn_JoinRoom(string _roomName)
{
PhotonNetwork.JoinRoom(_roomName);
}

//随机加入已经创建的房间
public void Btn_JoinRandomRoom()
{
PhotonNetwork.JoinRandomRoom();
}

void OnGUI()
{
//显示连接信息
GUILayout.Label(PhotonNetwork.NetworkClientState.ToString(),GUILayout.Width(300),GUILayout.Height(100));
}
}

7.将脚本付给Main Camera(任意一个场景中的对象就行),然后新建3个按钮,绑定事件:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_11

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_12

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_13

8.Cube预制体Apply一下,然后从场景中删除,运行:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_14

API解析

连接和回调

ConnectUsingSettings 建立连接

PhotonNetwork.ConnectUsingSettings();

PUN 使用回调让你知道客户什么时候建立了连接,加入了一个房间等等。

例如:IConnectionCallbacks.OnConnectedToMaster.

为了方便起见,可以继承MonoBehaviourPunCallbacks接口,它实现了重要的回调接口并自动注册自己,只需覆盖特定的回调方法

public class YourClass : MonoBehaviourPunCallbacks
{
public override void OnConnectedToMaster()
{
Debug.Log("Launcher: 连接到主客户端");
}
}

加入和创建房间

加入房间

PhotonNetwork.JoinRoom("someRoom");

加入存在的随机房间

PhotonNetwork.JoinRandomRoom();

创建房间

PhotonNetwork.CreateRoom("MyMatch");

如果想跟朋友一起玩,可以编一个房间名称,并使用JoinOrCreateRoom创建房间,将IsVisible 设为false,那么就只能使用房间名来加入(而不是随机加入创建的房间了)

RoomOptions roomOptions = new RoomOptions();
roomOptions.IsVisible = false;
roomOptions.MaxPlayers = 4;
PhotonNetwork.JoinOrCreateRoom(nameEveryFriendKnows, roomOptions, TypedLobby.Default);

游戏逻辑

可以使用PhotonView组件将游戏对象实例化为“联网游戏对象”,它标识对象和所有者(或控制器)更新状态给其他人

需要添加一个PhotonView组件选择Observed组件并使用PhotonNetwork.Instantiate若要创建实例,请执行以下操作。

PhotonStream 负责写入(和读取)网络对象的状态,每秒钟几次,脚本需要继承接口IPunObservable,它定义了OnPhotonSerializeView。看起来是这样的:

public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
Vector3 pos = transform.localPosition;
stream.Serialize(ref pos);
}
else
{
Vector3 pos = Vector3.zero;
stream.Serialize(ref pos);
}
}

远程过程调用

Remote Procedure Calls (RPC)使你可以调用”networked GameObjects”上的方法,对由用户输入等触发的不常用动作很有用。

一个RPC会被在同房间里的每个玩家在相同的游戏对象上被执行,所以你可以容易地触发整个场景效果就像你可以修改某些GameObject。

作为RPC被调用的方法必须在一个带PhotonView组件的游戏对象上。该方法自身必须要被[PunRPC]属性标记。

[PunRPC] 
void ChatMessage(string a, string b)
{
Debug.Log("ChatMessage " + a + " " + b);
}

要调用该方法,先访问到目标对象的PhotonView组件。而不是直接调用目标方法,调用PhotonView.RPC()并提供想要调用的方法名称:

PhotonView photonView = PhotonView.Get(this); 
photonView.RPC("ChatMessage", PhotonTargets.All, "jup", "and jup!");

回调函数

接口

解释

IConnectionCallbacks

与连接相关的回调。

IInRoomCallbacks

房间内发生的回调

ILobbyCallbacks

与游戏大厅有关的回调。

IMatchmakingCallbacks

与配对有关的回调

IOnEventCallback

对接收到的事件进行一次回拨。这相当于C#事件OnEventReceived.

IWebRpcCallback

一个用于接收WebRPC操作响应的回调。

IPunInstantiateMagicCallback

实例化双关预制板的单个回调。

IPunObservable

PhotonView序列化回调。

IPunOwnershipCallbacks

双关所有权转让回调。

更多API参考:

https://doc-api.photonengine.com/en/pun/v2/namespace_photon_1_1_pun.html

四、案例

1.简单的多人游戏

1.新建Launcher.cs脚本

using UnityEngine;
using Photon.Pun;


namespace Com.MyCompany.MyGame
{
public class Launcher : MonoBehaviour
{
#region Private Serializable Fields


#endregion


#region Private Fields


/// <summary>
/// This client's version number. Users are separated from each other by gameVersion (which allows you to make breaking changes).
/// </summary>
string gameVersion = "1";


#endregion


#region MonoBehaviour CallBacks


/// <summary>
/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
/// </summary>
void Awake()
{
// #Critical
// this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
PhotonNetwork.AutomaticallySyncScene = true;
}


/// <summary>
/// MonoBehaviour method called on GameObject by Unity during initialization phase.
/// </summary>
void Start()
{
Connect();
}


#endregion


#region Public Methods


/// <summary>
/// Start the connection process.
/// - If already connected, we attempt joining a random room
/// - if not yet connected, Connect this application instance to Photon Cloud Network
/// </summary>
public void Connect()
{
// we check if we are connected or not, we join if we are , else we initiate the connection to the server.
if (PhotonNetwork.IsConnected)
{
// #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
PhotonNetwork.JoinRandomRoom();
}
else
{
// #Critical, we must first and foremost connect to Photon Online Server.
PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.GameVersion = gameVersion;
}
}


#endregion


}
}

打开PhotonServerSettings:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_15

2.扩展MonoBehaviourPunCallback

修改MonoBehaviour为MonoBehaviourPunCallbacks

加using Photon.Realtime;命名空间

添加以下两个方法:

public class Launcher : MonoBehaviourPunCallbacks
{
#region MonoBehaviourPunCallbacks Callbacks


public override void OnConnectedToMaster()
{
Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN");
PhotonNetwork.JoinRandomRoom();
}


public override void OnDisconnected(DisconnectCause cause)
{
Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
}


#endregion

当我们有效地加入一个房间时,它将通知您的脚本:

public override void OnJoinRandomFailed(short returnCode, string message)
{
Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");

// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions());
}

public override void OnJoinedRoom()
{
Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
}

新建字段:

/// <summary>
/// The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created.
/// </summary>
[Tooltip("The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created")]
[SerializeField]
private byte maxPlayersPerRoom = 4;

然后修改PhototonNetwork.CreateRoom()调用并使用这个新字段

// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayersPerRoom });

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_16

3.UI界面搭建

开始按钮

新建一个Button,命名为Play Button,绑定事件Launcher.Connect()

打卡脚本Launcher.cs,移除Start()函数

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_17

4.玩家名字

创建PlayerNameInputField.cs脚本:

using UnityEngine;
using UnityEngine.UI;


using Photon.Pun;
using Photon.Realtime;


using System.Collections;


namespace Com.MyCompany.MyGame
{
/// <summary>
/// Player name input field. Let the user input his name, will appear above the player in the game.
/// </summary>
[RequireComponent(typeof(InputField))]
public class PlayerNameInputField : MonoBehaviour
{
#region Private Constants


// Store the PlayerPref Key to avoid typos
const string playerNamePrefKey = "PlayerName";


#endregion


#region MonoBehaviour CallBacks


/// <summary>
/// MonoBehaviour method called on GameObject by Unity during initialization phase.
/// </summary>
void Start () {


string defaultName = string.Empty;
InputField _inputField = this.GetComponent<InputField>();
if (_inputField!=null)
{
if (PlayerPrefs.HasKey(playerNamePrefKey))
{
defaultName = PlayerPrefs.GetString(playerNamePrefKey);
_inputField.text = defaultName;
}
}


PhotonNetwork.NickName = defaultName;
}


#endregion


#region Public Methods


/// <summary>
/// Sets the name of the player, and save it in the PlayerPrefs for future sessions.
/// </summary>
/// <param name="value">The name of the Player</param>
public void SetPlayerName(string value)
{
// #Important
if (string.IsNullOrEmpty(value))
{
Debug.LogError("Player Name is null or empty");
return;
}
PhotonNetwork.NickName = value;


PlayerPrefs.SetString(playerNamePrefKey,value);
}


#endregion
}
}

5.为玩家的名字创建UI

在场景中新建UI—InputField,添加事件On Value Change (String),拖动PlayerNameInputField附加到对象上,选择SetPlayerName方法

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_18

6.连接信息显示

使用“GameObject/UI/Panel”菜单创建UI面板,命名为Control Panel,

拖放Play Button和Name InputField在Control Panel

新建一个text用作信息显示,命名为Progress Label

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_19

7.打开Launcher.cs脚本

添加以下两个属性

[Tooltip("The Ui Panel to let the user enter name, connect and play")]
[SerializeField]
private GameObject controlPanel;
[Tooltip("The UI Label to inform the user that the connection is in progress")]
[SerializeField]
private GameObject progressLabel;

添加到Start()方法:

progressLabel.SetActive(false);
controlPanel.SetActive(true);

添加到Connect()方法:

progressLabel.SetActive(true);
controlPanel.SetActive(false);

添加到OnDisconnected()方法:

progressLabel.SetActive(false);
controlPanel.SetActive(true);

7.创建不同的场景

创建一个新场景,保存它并命名Room for 1

新建一个Plane,缩放到20,1,20

新建4个Cube:

Cube1

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_20

Cube2

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_21

Cube3

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_22

Cube4

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_23

8.新建c#脚本GameManager.cs

using System;
using System.Collections;


using UnityEngine;
using UnityEngine.SceneManagement;


using Photon.Pun;
using Photon.Realtime;


namespace Com.MyCompany.MyGame
{
public class GameManager : MonoBehaviourPunCallbacks
{


#region Photon Callbacks


/// <summary>
/// Called when the local player left the room. We need to load the launcher scene.
/// </summary>
public override void OnLeftRoom()
{
SceneManager.LoadScene(0);
}


#endregion


#region Public Methods


public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
}


#endregion
}
}

9.退出房间按钮

新建一个面板Top Panel,设置锚点

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_24

添加一个退出按钮,命名为Leave Button,绑定事件Game Manager的LeaveRoom()

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_25

10.创造其他场景

2人场景:

Cube1:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_26

Cube2:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_27

Cube3:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_28

Cube4:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_29

3人场景:

Cube1:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_30

Cube2:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_31

Cube3:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_32

Cube4:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_33

4人场景:

Floor 比例尺:60,1,60

Cube1:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_34

Cube2:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_35

Cube3:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_36

Cube4:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_37

11.生成设置场景列表

File/Build Settings拖放所有场景

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_38

12.加载场景

打开GameManager.cs

添加新方法:

#region Private Methods


void LoadArena()
{
if (!PhotonNetwork.IsMasterClient)
{
Debug.LogError("PhotonNetwork : Trying to Load a level but we are not the master Client");
}
Debug.LogFormat("PhotonNetwork : Loading Level : {0}", PhotonNetwork.CurrentRoom.PlayerCount);
PhotonNetwork.LoadLevel("Room for " + PhotonNetwork.CurrentRoom.PlayerCount);
}


#endregion

13.检测其他玩家的加入:

#region Photon Callbacks


public override void OnPlayerEnteredRoom(Player other)
{
Debug.LogFormat("OnPlayerEnteredRoom() {0}", other.NickName); // not seen if you're the player connecting


if (PhotonNetwork.IsMasterClient)
{
Debug.LogFormat("OnPlayerEnteredRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient); // called before OnPlayerLeftRoom


LoadArena();
}
}


public override void OnPlayerLeftRoom(Player other)
{
Debug.LogFormat("OnPlayerLeftRoom() {0}", other.NickName); // seen when other disconnects


if (PhotonNetwork.IsMasterClient)
{
Debug.LogFormat("OnPlayerLeftRoom IsMasterClient {0}", PhotonNetwork.IsMasterClient); // called before OnPlayerLeftRoom


LoadArena();
}
}


#endregion

14.加入游戏大厅

将下列内容附加到OnJoinedRoom()方法

// #Critical: We only load if we are the first player, else we rely on `PhotonNetwork.AutomaticallySyncScene` to sync our instance scene.
if (PhotonNetwork.CurrentRoom.PlayerCount == 1)
{
Debug.Log("We load the 'Room for 1' ");


// #Critical
// Load the Room Level.
PhotonNetwork.LoadLevel("Room for 1");
}

打开场景Launcher运行它。点击“Play”但如果你离开房间,你会注意到当你回到大厅时,它会自动重新加入要解决这个问题,我们可以修改Launcher.cs脚本

添加新属性:

/// <summary>
/// Keep track of the current process. Since connection is asynchronous and is based on several callbacks from Photon,
/// we need to keep track of this to properly adjust the behavior when we receive call back by Photon.
/// Typically this is used for the OnConnectedToMaster() callback.
/// </summary>
bool isConnecting;

Connect()方法添加:

// keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then
isConnecting = PhotonNetwork.ConnectUsingSettings();

结果:

public void Connect()
{
progressLabel.SetActive(true);
controlPanel.SetActive(false);
if (PhotonNetwork.IsConnected)
{
PhotonNetwork.JoinRandomRoom();
}
else
{
isConnecting = PhotonNetwork.ConnectUsingSettings();
PhotonNetwork.GameVersion = gameVersion;
}
}

OnConnectedToMaster()方法加入:

// we don't want to do anything if we are not attempting to join a room.
// this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case
// we don't want to do anything.
if (isConnecting)
{
// #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
PhotonNetwork.JoinRandomRoom();
isConnecting = false;
}

15.玩家设置

模型在Assets\Photon\PhotonUnityNetworking\Demos\Shared Assets\Models

Kyle Robot.fbx

新建一个空场景,拖入Kyle Robot.fbx进入场景,将模型拖入Resources文件夹,做成一个预制体:

双击My Kyle Robot修改碰撞器:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_39

动画设置

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏开发_40

配这个Kyle Robot我们的控制器预制件,只需设置属性Controller要指向的动画组件的Kyle Robot

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_字段_41

使用控制器参数

新建PlayerAnimatorManager.cs脚本:

using UnityEngine;
using System.Collections;


namespace Com.MyCompany.MyGame
{
public class PlayerAnimatorManager : MonoBehaviour
{
#region MonoBehaviour Callbacks


// Use this for initialization
void Start()
{
}


// Update is called once per frame
void Update()
{
}


#endregion
}
}

创建变量:

private Animator animator;
// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
if (!animator)
{
Debug.LogError("PlayerAnimatorManager is Missing Animator Component", this);
}
}
// Update is called once per frame
void Update()
{
if (!animator)
{
return;
}
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
if (v < 0)
{
v = 0;
}
animator.SetFloat("Speed", h * h + v * v);
}

动画管理员脚本:方向控制

编辑脚本PlayerAnimatorManager

#region Private Fields


[SerializeField]
private float directionDampTime = 0.25f;


#endregion

Update里面添加:

animator.SetFloat("Direction", h, directionDampTime, Time.deltaTime);

动画管理员脚本:跳跃

编辑脚本PlayerAnimatorManager

// deal with Jumping
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// only allow jumping if we are running.
if (stateInfo.IsName("Base Layer.Run"))
{
// When using trigger parameter
if (Input.GetButtonDown("Fire2"))
{
animator.SetTrigger("Jump");
}
}

结果:

using UnityEngine;
using System.Collections;

namespace Com.MyCompany.MyGame
{
public class PlayerAnimatorManager : MonoBehaviour
{
#region Private Fields

[SerializeField]
private float directionDampTime = .25f;
private Animator animator;

#endregion

#region MonoBehaviour CallBacks

// Use this for initialization
void Start()
{
animator = GetComponent<Animator>();
if (!animator)
{
Debug.LogError("PlayerAnimatorManager is Missing Animator Component", this);
}

}

// Update is called once per frame
void Update()
{
if (!animator)
{
return;
}
// deal with Jumping
AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
// only allow jumping if we are running.
if (stateInfo.IsName("Base Layer.Run"))
{
// When using trigger parameter
if (Input.GetButtonDown("Fire2"))
{
animator.SetTrigger("Jump");
}
}
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
if (v < 0)
{
v = 0;
}
animator.SetFloat("Speed", h * h + v * v);
animator.SetFloat("Direction", h, directionDampTime, Time.deltaTime);
}

#endregion
}
}

摄像机设置

添加组件CameraWork到My Kyle Robot预制件

PhotonView组件

给模型添加一个PhotonView组件:

设置Observe Option到Unreliable On Change

增加武器射线

点击模型,打开层级列表,找到头部:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_42

设置两个Cube为射线,然后父对象为Head:

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_43

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_44

控制射线:

创建一个新的脚本:PlayerManager.cs

using UnityEngine;
using UnityEngine.EventSystems;

using Photon.Pun;

using System.Collections;

namespace Com.MyCompany.MyGame
{
/// <summary>
/// Player manager.
/// Handles fire Input and Beams.
/// </summary>
public class PlayerManager : MonoBehaviourPunCallbacks
{
#region Private Fields

[Tooltip("The Beams GameObject to control")]
[SerializeField]
private GameObject beams;
//True, when the user is firing
bool IsFiring;
#endregion

#region MonoBehaviour CallBacks

/// <summary>
/// MonoBehaviour method called on GameObject by Unity during early initialization phase.
/// </summary>
void Awake()
{
if (beams == null)
{
Debug.LogError("<Color=Red><a>Missing</a></Color> Beams Reference.", this);
}
else
{
beams.SetActive(false);
}
}

/// <summary>
/// MonoBehaviour method called on GameObject by Unity on every frame.
/// </summary>
void Update()
{

ProcessInputs();

// trigger Beams active state
if (beams != null && IsFiring != beams.activeInHierarchy)
{
beams.SetActive(IsFiring);
}
}

#endregion

#region Custom

/// <summary>
/// Processes the inputs. Maintain a flag representing when the user is pressing Fire.
/// </summary>
void ProcessInputs()
{
if (Input.GetButtonDown("Fire1"))
{
if (!IsFiring)
{
IsFiring = true;
}
}
if (Input.GetButtonUp("Fire1"))
{
if (IsFiring)
{
IsFiring = false;
}
}
}

#endregion
}
}

生命值

打开PlayerManager剧本

增加一个公众Health属性

[Tooltip("The current Health of our player")]
public float Health = 1f;

以下两个方法添加到MonoBehaviour Callbacks区域。

/// <summary>
/// MonoBehaviour method called when the Collider 'other' enters the trigger.
/// Affect Health of the Player if the collider is a beam
/// Note: when jumping and firing at the same, you'll find that the player's own beam intersects with itself
/// One could move the collider further away to prevent this or check if the beam belongs to the player.
/// </summary>
void OnTriggerEnter(Collider other)
{
if (!photonView.IsMine)
{
return;
}
// We are only interested in Beamers
// we should be using tags but for the sake of distribution, let's simply check by name.
if (!other.name.Contains("Beam"))
{
return;
}
Health -= 0.1f;
}
/// <summary>
/// MonoBehaviour method called once per frame for every Collider 'other' that is touching the trigger.
/// We're going to affect health while the beams are touching the player
/// </summary>
/// <param name="other">Other.</param>
void OnTriggerStay(Collider other)
{
// we dont' do anything if we are not the local player.
if (! photonView.IsMine)
{
return;
}
// We are only interested in Beamers
// we should be using tags but for the sake of distribution, let's simply check by name.
if (!other.name.Contains("Beam"))
{
return;
}
// we slowly affect health when beam is constantly hitting us, so player has to move to prevent death.
Health -= 0.1f*Time.deltaTime;
}

在公共字段区域中添加此变量

public static GameManager Instance;

Start()方法添加:

void Start()
{
Instance = this;
}

Update函数添加:

if (Health <= 0f)
{
GameManager.Instance.LeaveRoom();
}

16.联网

Transform 同步

添加组件PhotonTransformView

动画同步

添加组件PhotonAnimatorView

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_ide_45

16.用户输入管理

打开PlayerAnimatorManager.cs

Update添加

if (photonView.IsMine == false && PhotonNetwork.IsConnected == true)
{
return;
}

17.摄像机控制

打开PlayerManager剧本

/// <summary>
/// MonoBehaviour method called on GameObject by Unity during initialization phase.
/// </summary>
void Start()
{
CameraWork _cameraWork = this.gameObject.GetComponent<CameraWork>();


if (_cameraWork != null)
{
if (photonView.IsMine)
{
_cameraWork.OnStartFollowing();
}
}
else
{
Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this);
}
}

禁用Follow on Start

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_46

18.开火控制

打开脚本PlayerManager

if (photonView.IsMine)
{
ProcessInputs ();
}

添加接口IPunObservable

public class PlayerManager : MonoBehaviourPunCallbacks, IPunObservable
{
#region IPunObservable implementation


public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
}


#endregion

IPunObservable.OnPhotonSerializeView添加以下代码

if (stream.IsWriting)
{
// We own this player: send the others our data
stream.SendNext(IsFiring);
}
else
{
// Network player, receive data
this.IsFiring = (bool)stream.ReceiveNext();
}

将PlayerManager组件拖入PhotonView组件

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_游戏_47

19.生命值同步

打开脚本PlayerManager

if (stream.IsWriting)
{
// We own this player: send the others our data
stream.SendNext(IsFiring);
stream.SendNext(Health);
}
else
{
// Network player, receive data
this.IsFiring = (bool)stream.ReceiveNext();
this.Health = (float)stream.ReceiveNext();
}

20.实例化玩家

打开GameManager脚本

在公共字段区域中添加以下变量

[Tooltip("The prefab to use for representing the player")]
public GameObject playerPrefab;

在Start()方法,添加以下内容

if (playerPrefab == null)
{
Debug.LogError("<Color=Red><a>Missing</a></Color> playerPrefab Reference. Please set it up in GameObject 'Game Manager'",this);
}
else
{
Debug.LogFormat("We are Instantiating LocalPlayer from {0}", Application.loadedLevelName);
// we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f,5f,0f), Quaternion.identity, 0);
}

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_48

21.跟随玩家

打开PlayerManager脚本

在“公共字段”区域中,添加以下内容

[Tooltip("The local player instance. Use this to know if the local player is represented in the Scene")]
public static GameObject LocalPlayerInstance;

在Awake()方法,添加以下内容

// #Important
// used in GameManager.cs: we keep track of the localPlayer instance to prevent instantiation when levels are synchronized
if (photonView.IsMine)
{
PlayerManager.LocalPlayerInstance = this.gameObject;
}
// #Critical
// we flag as don't destroy on load so that instance survives level synchronization, thus giving a seamless experience when levels load.
DontDestroyOnLoad(this.gameObject);

将实例化调用包围在if条件

if (PlayerManager.LocalPlayerInstance == null)
{
Debug.LogFormat("We are Instantiating LocalPlayer from {0}", SceneManagerHelper.ActiveSceneName);
// we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
PhotonNetwork.Instantiate(this.playerPrefab.name, new Vector3(0f, 5f, 0f), Quaternion.identity, 0);
}
else
{
Debug.LogFormat("Ignoring scene load for {0}", SceneManagerHelper.ActiveSceneName);
}

22.管理场景外的玩家

打开PlayerManager脚本

#if UNITY_5_4_OR_NEWER
void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadingMode)
{
this.CalledOnLevelWasLoaded(scene.buildIndex);
}
#endif

在Start()方法,添加以下代码

#if UNITY_5_4_OR_NEWER
// Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded.
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
#endif

在“MonoBehaviour回调”区域中添加以下两个方法

#if !UNITY_5_4_OR_NEWER
/// <summary>See CalledOnLevelWasLoaded. Outdated in Unity 5.4.</summary>
void OnLevelWasLoaded(int level)
{
this.CalledOnLevelWasLoaded(level);
}
#endif


void CalledOnLevelWasLoaded(int level)
{
// check if we are outside the Arena and if it's the case, spawn around the center of the arena in a safe zone
if (!Physics.Raycast(transform.position, -Vector3.up, 5f))
{
transform.position = new Vector3(0f, 5f, 0f);
}
}

覆盖OnDisable方法如下

#if UNITY_5_4_OR_NEWER
public override void OnDisable()
{
// Always call the base to remove callbacks
base.OnDisable ();
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
}
#endif

23.玩家UI 血条和名字预设体

在场景中新建UI,Slider,锚点,中间位置,rect宽度80高度15,背景设置成红色,加一个CanvasGroup组件,设置Interactable和Blocks Raycast为false,拖入到Prefab文件夹,删除场景中的实例,我们不再需要它了

创建一个新的C#脚本PlayerUI.cs

using UnityEngine;
using UnityEngine.UI;


using System.Collections;


namespace Com.MyCompany.MyGame
{
public class PlayerUI : MonoBehaviour
{
#region Private Fields


[Tooltip("UI Text to display Player's Name")]
[SerializeField]
private Text playerNameText;


[Tooltip("UI Slider to display Player's Health")]
[SerializeField]
private Slider playerHealthSlider;


#endregion


#region MonoBehaviour Callbacks


#endregion


#region Public Methods


#endregion


}
}

添加属性:

private PlayerManager target;

添加此公共方法

public void SetTarget(PlayerManager _target)
{
if (_target == null)
{
Debug.LogError("<Color=Red><a>Missing</a></Color> PlayMakerManager target for PlayerUI.SetTarget.", this);
return;
}
// Cache references for efficiency
target = _target;
if (playerNameText != null)
{
playerNameText.text = target.photonView.Owner.NickName;
}
}

添加此方法

void Update()
{
// Reflect the Player Health
if (playerHealthSlider != null)
{
playerHealthSlider.value = target.Health;
}
}

24.实例化

打开脚本PlayerManager

添加一个公共字段以保存对Player UI预置的引用,如下所示:

[Tooltip("The Player's UI GameObject Prefab")]
[SerializeField]
public GameObject PlayerUiPrefab;

将此代码添加到Start()方法

if (PlayerUiPrefab != null)
{
GameObject _uiGo = Instantiate(PlayerUiPrefab);
_uiGo.SendMessage ("SetTarget", this, SendMessageOptions.RequireReceiver);
}
else
{
Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this);
}

将此添加到Update()功能

// Destroy itself if the target is null, It's a fail safe when Photon is destroying Instances of a Player over the network
if (target == null)
{
Destroy(this.gameObject);
return;
}

将此代码添加到CalledOnLevelWasLoaded()方法

GameObject _uiGo = Instantiate(this.PlayerUiPrefab);
_uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver);

在“MonoBehaviour回调”区域中添加此方法

void Awake()
{
this.transform.SetParent(GameObject.Find("Canvas").GetComponent<Transform>(), false);
}

在“公共字段”区域中添加此公共属性

[Tooltip("Pixel offset from the player target")]
[SerializeField]
private Vector3 screenOffset = new Vector3(0f,30f,0f);

将这四个字段添加到“私有字段”区域

float characterControllerHeight = 0f;
Transform targetTransform;
Renderer targetRenderer;
CanvasGroup _canvasGroup;
Vector3 targetPosition;

将此添加到Awake方法域

_canvasGroup = this.GetComponent<CanvasGroup>();

将下列代码追加到SetTarget()后法_target已经设定好了。

targetTransform = this.target.GetComponent<Transform>();
targetRenderer = this.target.GetComponent<Renderer>();
CharacterController characterController = _target.GetComponent<CharacterController> ();
// Get data from the Player that won't change during the lifetime of this Component
if (characterController != null)
{
characterControllerHeight = characterController.height;
}

在“MonoBehaviour回调”区域中添加此公共方法

void LateUpdate()
{
// Do not show the UI if we are not visible to the camera, thus avoid potential bugs with seeing the UI, but not the player itself.
if (targetRenderer!=null)
{
this._canvasGroup.alpha = targetRenderer.isVisible ? 1f : 0f;
}


// #Critical
// Follow the Target GameObject on screen.
if (targetTransform != null)
{
targetPosition = targetTransform.position;
targetPosition.y += characterControllerHeight;
this.transform.position = Camera.main.WorldToScreenPoint (targetPosition) + screenOffset;
}
}

2.游戏大厅与等待房间

1.游戏大厅

// 用于连接Cloud并进入游戏大厅

PhotonNetwork.ConnectUsingSettings(string version)

//进入游戏大厅的默认回调函数

void OnJoinedLobby()

//显示连接日志

GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString())

2.创建等待房间

//设置房间属性并创建房间

RoomOptions ro = new RoomOptions();

ro.IsOpen = true;ro.IsVisible = true;

//设置最大玩家数 为了简单就从2个人开始做起吧 可以随意设置

ro.MaxPlayers = 2;

PhotonNetwork.CreateRoom(srting roomName, ro, TypedLobby.Default);

//创建房间失败的回调函数

void OnPhotonCreateRoomFailed()

3.加入等待房间

//随机加入房间

PhotonNetwork.JoinRandomRoom();

//随机进入房间失败(可能是因为没有空房间)的回调函数

//默认的回调函数一定不能眼花写错!!!

void OnPhotonRandomJoinFailed()

{可以调用PhotonNetwork.CreateRoom创建一个}

//进入房间的回调函数

void OnJoinedRoom()
{
StartCoroutine(this.ChangeToWaitScene());
//写一个协程 当成功进入房间后就加载等待房间的场景
}
IEnumerator ChangeToWaitScene()
{
//切换场景期间中断与photon服务器的网络信息传输
//(加载场景尚未完成的情况下 服务器传递的网络信息可能会引发不必要的错误)
PhotonNetwork.isMessageQueueRunning = false;
//加载场景
AsyncOperation ao = SceneManager.LoadSceneAsync("RoomForWait");
yield return ao;
}

加入房间的同时最好将玩家姓名PhotonNetwork.player.NickName读取或者设置,可以与PlayerPrefs连用实现数据的持久化。

4.房间列表的显示

UGUI里面的Grid Layout Group和 Horizontal Layout Group就是针对于这种情况设计的。我们可以将一个房间列表存储成一个预设,每次有新房间生成就生成一个预设。上面这俩组件可以帮助你把这些房间列表预设排列得整齐划一。

需要用到的prefab都要存在根目录下的Resources文件夹。硬性规定。

//只有在大厅里的房间有玩家进入的时候才会执行 接收房间列表

void OnReceivedRoomListUpdate()
{
//给单个房间列表的预设增加标签
GameObject[] a = GameObject.FindGameObjectsWithTag("OneRoom");
for (int i = 0; i < a.Length; i++)
Destroy(a[i].gameObject);
//每次接收房间列表前把旧的预设销毁 这样就能更新在线人数和房间总人数
//利用接收房间目录信息的函数生成单个列表预设
//PhotonNetwork.GetRoomList()可以获取房间列表里的房间数组
foreach (RoomInfo _room in PhotonNetwork.GetRoomList()
{
//接收房间列表
GameObject room = (GameObject)Instantiate(OneRoom);
room.transform.SetParent(RoomList.transform, false);
roomData rd = room.GetComponent<roomData>();
rd.roomName = _room.Name;
rd.connectPlayer = _room.PlayerCount;
rd.maxPlayers = _room.MaxPlayers;
rd.DisplayRoomData();//把数据都获取并设置好了就显示在面板上
}
}

至于roomData脚本里面存储的就是房间名、房间人数、最大容纳人数等基本信息,同时最好根据房间人数是否满来设置加入房间的按钮interactable= ture还是false。

这时候如果点击房间列表上的Join 就能进入房间了。

大致效果如下(那个NO.是我给房间用随机数字命名的房间名。场景中其实还有个输入玩家姓名的输入框,如果玩家没有输入姓名就自动随机给个数字当名称。)

【Unity3D插件】Photon Unity Networking(PUN)插件分享《多人联机服务器》_unity3d_49



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