public void Write (char value);
public void Write (byte value);
public void Write (sbyte value);
public void Write (short value);
public void Write (ushort value);
public void Write (int value);
public void Write (uint value);
public void Write (long value);
public void Write (ulong value);
public void Write (float value);
public void Write (double value);
public void Write (Decimal value);
public void Write (string value);
public void Write (bool value);
public void Write (byte[] buffer, int count);
public void Write (byte[] buffer, int offset, int count);
public void Write (Vector2 value);
public void Write (Vector3 value);
public void Write (Vector4 value);
public void Write (Color value);
public void Write (Color32 value);
public void Write (GameObject value);
public void Write (Quaternion value);
public void Write (Rect value);
public void Write (Plane value);
public void Write (Ray value);
public void Write (Matrix4x4 value);
public void Write (Networking.MessageBase msg);
public void Write (Networking.NetworkHash128 value);
public void Write (Networking.NetworkIdentity value);
public void Write (Networking.NetworkInstanceId value);
public void Write (Networking.NetworkSceneId value);
public void Write (Transform value);

参数

value要写入的对象。
buffer要写入的字节缓冲区。
count要在字节缓冲区中写入的字节数。
offset要从其开始写的字节缓冲区数组元素。
msg要写入的网络消息。

描述

此函数将引用写入对象、值、缓冲区或网络消息,并与 NetworkIdentity 组件相结合将引用写入流中。

using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : MonoBehaviour { void Start() { short myMsgType = 444;

NetworkWriter writer = new NetworkWriter(); writer.StartMessage(myMsgType); writer.Write("test data"); writer.FinishMessage(); } }

请参阅 NetworkWriting 以查看另一个代码示例。