【Unet】Unet动态添加多个主角

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  [SerializeField]
    GameObject[] playerCharacterPrefabs;

    short playerControllerHighestId = 0;

    void OnGUI()
    {
        if (GUI.Button(new Rect(10, Screen.height - 60, 400, 50), "spawn a new character of mine"))
        {
            // pay attention here !!
            ClientScene.AddPlayer(client.connection, playerControllerHighestId++);
            //AddPlayer 这会将AddPlayer消息发送到服务器,并调用NetworkManager.OnServerAddPlayer。
        }
    }

    public override void OnStartClient(NetworkClient client)
    {
        base.OnStartClient(client);

        // always remember to register prefabs before spawning them.
        //注册 prefabs
        foreach (GameObject go in playerCharacterPrefabs)
            ClientScene.RegisterPrefab(go);

        Debug.Log("Connect to a new game");

    }

    public override void OnClientConnect(NetworkConnection conn)
    {
        base.OnClientConnect(conn);
    }

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        Debug.Log("余数 " + (playerControllerId % 2));
        GameObject newPlayer = GameObject.Instantiate(playerCharacterPrefabs[playerControllerId % 2]);
        newPlayer.transform.position = Vector3.zero + Vector3.right * playerControllerId;
        

        // object spawned via this function will be a local player
        // which belongs to the client connection who called the ClientScene.AddPlayer
        NetworkServer.AddPlayerForConnection(conn, newPlayer, playerControllerId);
    }






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