在Unity中使用PUN同步文本



我正在制作一个简单的Word Builder类型的游戏(一个玩家输入一个单词,另一个玩家从第一个玩家单词的最后一个字母开始输入单词(,但我无法在两个屏幕上都显示文本。如果我硬编码,我可以显示文本,比如:

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

但我无法让它显示玩家刚刚在两个屏幕上输入的单词,我以为这个代码会显示:

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

任何帮助都将不胜感激,非常感谢!

以下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,一旦我能让它起作用,我会添加所有单词。

UsedString在您的网络中未同步=>在RPC被调用的那一刻,每个玩家可能有一个不同的UsedWorld值。

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

为什么DisplayWord甚至通过RPC调用呢?由于OnInput已经与ALL同步,您可以简单地立即调用该方法

...
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;
}

最新更新