메소드 |
설명 |
|
DeserializeView ( PhotonStream, stream, PhotonMessageInfo, info ) : void |
|
|
Find ( int viewID ) : PhotonView, |
|
|
Get ( Component component ) : PhotonView, |
|
|
Get ( GameObject gameObj ) : PhotonView, |
|
|
RPC ( string methodName, PhotonPlayer, targetPlayer ) : void |
Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. It enables you to make every client in a room call a specific method. This method allows you to make an RPC calls on a specific player's client. Of course, calls are affected by this client's lag and that of remote clients. Each call automatically is routed to the same PhotonView (and GameObject) that was used on the originating client. See: [Remote Procedure Calls](@ref rpcManual). |
|
RPC ( string methodName, PhotonTargets target ) : void |
Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. It enables you to make every client in a room call a specific method. RPC calls can target "All" or the "Others". Usually, the target "All" gets executed locally immediately after sending the RPC. The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back. Of course, calls are affected by this client's lag and that of remote clients. Each call automatically is routed to the same PhotonView (and GameObject) that was used on the originating client. See: [Remote Procedure Calls](@ref rpcManual). |
|
RefreshRpcMonoBehaviourCache ( ) : void |
Can be used to refesh the list of MonoBehaviours on this GameObject while PhotonNetwork.UseRpcMonoBehaviourCache is true. Set PhotonNetwork.UseRpcMonoBehaviourCache to true to enable the caching. Uses this.GetComponents() to get a list of MonoBehaviours to call RPCs on (potentially). While PhotonNetwork.UseRpcMonoBehaviourCache is false, this method has no effect, because the list is refreshed when a RPC gets called. |
|
RequestOwnership ( ) : void |
Depending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. Requesting ownership can give you control over a PhotonView, if the ownershipTransfer setting allows that. The current owner might have to implement IPunCallbacks.OnOwnershipRequest to react to the ownership request. The owner/controller of a PhotonView is also the client which sends position updates of the GameObject. |
|
RpcSecure ( string methodName, PhotonPlayer, targetPlayer, bool encrypt ) : void |
Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. It enables you to make every client in a room call a specific method. This method allows you to make an RPC calls on a specific player's client. Of course, calls are affected by this client's lag and that of remote clients. Each call automatically is routed to the same PhotonView (and GameObject) that was used on the originating client. See: [Remote Procedure Calls](@ref rpcManual). |
|
RpcSecure ( string methodName, PhotonTargets target, bool encrypt ) : void |
Call a RPC method of this GameObject on remote clients of this room (or on all, inclunding this client). [Remote Procedure Calls](@ref rpcManual) are an essential tool in making multiplayer games with PUN. It enables you to make every client in a room call a specific method. RPC calls can target "All" or the "Others". Usually, the target "All" gets executed locally immediately after sending the RPC. The "*ViaServer" options send the RPC to the server and execute it on this client when it's sent back. Of course, calls are affected by this client's lag and that of remote clients. Each call automatically is routed to the same PhotonView (and GameObject) that was used on the originating client. See: [Remote Procedure Calls](@ref rpcManual). |
|
SerializeView ( PhotonStream, stream, PhotonMessageInfo, info ) : void |
|
|
ToString ( ) : string |
|
|
TransferOwnership ( PhotonPlayer, newOwner ) : void |
Transfers the ownership of this PhotonView (and GameObject) to another player. The owner/controller of a PhotonView is also the client which sends position updates of the GameObject. |
|
TransferOwnership ( int newOwnerId ) : void |
Transfers the ownership of this PhotonView (and GameObject) to another player. The owner/controller of a PhotonView is also the client which sends position updates of the GameObject. |
|