【Unity】Netcode学习笔记

初始设置

创建4个场景:Init,Start,Lobby,Game

在Init场景中添加GameManager,以及NetManager脚本

GameManager

using System.Collections;
using System.Collections.Generic;
using Unity.Netcode;
using UnityEngine;
using UnityEngine.SceneManagement;

public class GameManager : NetworkBehaviour
{
    public static GameManager Instance;

    void Start()
    {
        Instance = this;
        DontDestroyOnLoad(gameObject);
        SceneManager.LoadScene(1);
    }

    public void LoadScene(string sceneName)
    {
        NetworkManager.SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
    }

}

NetworkManager
1.制作玩家预制体,需要加上NetworkObject脚本
2.将玩家预制体添加到NetworkManager的PlayerPrefab中
3.添加一个NetworkPrefabsLists
4.设置为UnityTransport

连接服务器

LobbyCtr的作用是,每有一个玩家进入服务器,在UI滚动列表上加上一个带有玩家名字的Cell

public class LobbyCtr : NetworkBehaviour
{
    public Transform canvas;

    public Transform content;
    public GameObject goCell;
    public Toggle togReady;
    public Button btnStartGame;


    Dictionary<ulong, UICell> dicAllCell;

    Dictionary<ulong, PlayerInfo> dicAllPlayerInfos;

    public void AddPlayer(PlayerInfo playerInfo)
    {
        GameObject go = Instantiate(goCell);
        go.SetActive(true);
        go.transform.SetParent(content, false);

        var cell = go.GetComponent<UICell>();
        cell.Init(playerInfo);

        dicAllCell.Add(playerInfo.id, cell);
        dicAllPlayerInfos.Add(playerInfo.id, playerInfo);
    }

    /// <summary>
    /// 服务器客户端都会调用
    /// </summary>
    public override void OnNetworkSpawn()
    {
        if (IsServer)
        {
            NetworkManager.OnClientConnectedCallback += OnClientConnect;
        }

        Debug.Log("OnNetworkSpawn");
        dicAllPlayerInfos = new Dictionary<ulong, PlayerInfo>();
        dicAllCell = new Dictionary<ulong, UICell>();
        btnStartGame.onClick.AddListener(OnBtnStartGameClick);
        togReady.onValueChanged.AddListener(OnReadyChange);

        PlayerInfo playerInfo = new PlayerInfo();
        playerInfo.id = NetworkManager.LocalClientId;
        playerInfo.isready = false;

        AddPlayer(playerInfo);

        base.OnNetworkSpawn();
    }

    /// <summary>
    /// 服务器在收到其他玩家进入时调用
    /// </summary>
    /// <param name="obj"></param>
    private void OnClientConnect(ulong obj)
    {
        Debug.Log("NetworkManager_OnClientConnectedCallback");
        PlayerInfo playerInfo = new PlayerInfo();
        playerInfo.id = obj;
        playerInfo.isready = false;
        AddPlayer(playerInfo);

        UpdateAllPlayerInfos();
    }

    /// <summary>
    /// 服务器通知所有玩家刷新状态
    /// </summary>
    void UpdateAllPlayerInfos()
    {
        foreach (var item in dicAllPlayerInfos)
        {
            UpdatePlayerInfoClientRpc(item.Value);
        }
    }

    /// <summary>
    /// 服务器通知客户端刷新状态
    /// </summary>
    /// <param name="playerInfo"></param>
    [ClientRpc]
    void UpdatePlayerInfoClientRpc(PlayerInfo playerInfo)
    {
        Debug.Log("UpdatePlayerInfoClientRpc:" + playerInfo.id);
        //服务器自己也会调用,所以判断客户端才执行此方法
        if (!IsServer)
        {
            if (dicAllPlayerInfos.ContainsKey(playerInfo.id))
            {
                dicAllPlayerInfos[playerInfo.id] = playerInfo;
            }
            else
            {
                AddPlayer(playerInfo);
            }

            UpdatePlayerCells();
        }
    }

    private void UpdatePlayerCells()
    {
        foreach (var item in dicAllPlayerInfos)
        {
            dicAllCell[item.Key].SetReady(item.Value.isready);
        }
    }

    /// <summary>
    /// 客户端通知服务器刷新状态
    /// </summary>
    [ServerRpc(RequireOwnership = false)]
    void UpdateAllPlayerInfoServerRpc(PlayerInfo playerInfo)
    {
        dicAllPlayerInfos[playerInfo.id] = playerInfo;
        dicAllCell[playerInfo.id].SetReady(playerInfo.isready);
        UpdateAllPlayerInfos();
    }

    private void OnBtnStartGameClick()
    {

    }

    /// <summary>
    /// 准备
    /// </summary>
    private void OnReadyChange(bool arg0)
    {
        //刷新本地UI
        dicAllCell[NetworkManager.LocalClientId].SetReady(arg0);

        //更改本地值
        UpdatePlayerInfo(NetworkManager.LocalClientId, arg0);

        //通知RPC
        if (IsServer)
        {
            //服务器直接通知所有客户端
            UpdateAllPlayerInfos();
        }
        else
        {
            //通知服务器
            UpdateAllPlayerInfoServerRpc(dicAllPlayerInfos[NetworkManager.LocalClientId]);
        }

    }

    /// <summary>
    /// 修改本地值
    /// </summary>
    void UpdatePlayerInfo(ulong id, bool isReady)
    {
        PlayerInfo playerInfo = dicAllPlayerInfos[id];
        playerInfo.isready = isReady;
        dicAllPlayerInfos[id] = playerInfo;
    }
}

注意要点:
1.LobbyCtr需要继承NetworkBehaviour类
2.实现OnNetworkSpawn方法,OnNetworkSpawn方法在Start方法前执行
3.服务器需要在OnNetworkSpawn方法中添加监听客户端加入的接口
4.客户端加入服务器后,服务器统一转发给所有客户端
5.如果是服务器,直接转发给其他客户端
6.如果是客户端,需要先发给服务器,再由服务器转发给其他客户端
7.服务器调用客户端的方法以ClientRpc结尾,并在方法头加上[ClientRpc]特性
8.客户端调用服务器的方法以ServerRpc结尾,并在方法头加上[ServerRpc]特性

PlayerInfo需要继承INetworkSerializable接口序列化

public struct PlayerInfo : INetworkSerializable
{
    public ulong id;
    public bool isready;

    public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
    {
        serializer.SerializeValue(ref id);
        serializer.SerializeValue(ref isready);
    }
}

Variables 和 RPC 消息的区别

  • Variables是一定时间同步一次变化
  • RPC是每次变化都会同步
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