【Unet】Unet 产生不同玩家( Spawning different player prefabs)

public class NetworkCustom : NetworkManager {
 
    public int chosenCharacter = 0;
 
     //subclass for sending network messages
     public class NetworkMessage : MessageBase {
        public int chosenClass;
    }
 
    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId, NetworkReader extraMessageReader) {
        NetworkMessage message = extraMessageReader.ReadMessage< NetworkMessage>();
        int selectedClass = message.chosenClass;
        Debug.Log("server add with message "+ selectedClass);
 
        if (selectedClass == 0) {
            GameObject player = Instantiate(Resources.Load("Characters/A", typeof(GameObject))) as GameObject;
            NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
        }
 
        if (selectedClass == 1) {
            GameObject player = Instantiate(Resources.Load("Characters/B", typeof(GameObject))) as GameObject;
            NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
        }
    }
 
    public override void OnClientConnect(NetworkConnection conn) {
        NetworkMessage test = new NetworkMessage();
        test.chosenClass = chosenCharacter;
 
        ClientScene.AddPlayer(conn, 0, test);
    }
 
 
public override void OnClientSceneChanged(NetworkConnection conn) {
        //base.OnClientSceneChanged(conn);
    }
 
public void btn1() {
        chosenCharacter = 0;
    }
 
    public void btn2() {
        chosenCharacter = 1;
    }
}



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