msg | 消息结构。 |
msgType | 消息类型。 |
void 如果消息已发送,则成功。
将指定消息结构作为不可靠消息仅发送到已准备就绪的客户端。
请参阅 Networking.NetworkClient.Ready。
using UnityEngine; using UnityEngine.Networking;
public class UnreliableMessageTypes { public static short MSG_LOGIN_RESPONSE = 1000; public static short MSG_SCORE = 1005; };
public class UnreliableMessage : MessageBase { public int score; public Vector3 scorePos; }
class GameServer { public GameObject gameObject;
void SendScore(int score, Vector3 scorePos) { UnreliableMessage msg = new UnreliableMessage(); msg.score = score; msg.scorePos = scorePos;
NetworkServer.SendUnreliableToReady(gameObject, UnreliableMessageTypes.MSG_SCORE, msg); } }