unity——传数组

void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
 {
     NetworkUser U;
     int         ActiveMask = 0;
     int         PlayerID = 0;
     Vector3     PlayerPosition = Vector3.zero;
     float       xRotation = 0;
     float       yRotation = 0;
     Vector3     PlayerSpeed = Vector3.zero;
     int         PlayerInput = 0;
     int         PlayerState = 0;
     int         AnimationIndex = 0;
     if (stream.isWriting && Network.isServer)
     {
         for (int i = 0; i < NetworkUser.MAX_NETWORK_USERS - 1; i++)
         {
             ActiveMask |= (NetworkUser.Get(i).playerObject != null) ? (1<<i) : 0;
         }
     }
     stream.Serialize(ref ActiveMask);
     for (int i = 0;i<NetworkUser.MAX_NETWORK_USERS-1; i++)
     {
         if ((ActiveMask & (1<<i))==0)
             continue;
         if (stream.isWriting && Network.isServer)
         {
             U = NetworkUser.Get(i);
             PlayerID = i;
             PlayerObject PO = U.playerObject;
             PlayerPosition = PO.transform.position;
             xRotation = U.sUser.xRotation;
             yRotation = U.sUser.yRotation;
             PlayerSpeed = U.sUser.moveSpeed;
             PlayerInput = (int)U.sUser.input;
             PlayerState = (int)U.sUser.CurState;
     
             int AnimationTime  = (int)((Time.time-U.sUser.AnimationTime)*10000);
             AnimationIndex = ((AnimationTime&0xFFFF)<<16) | (U.sUser.AnimationIndex & 0xFFFF);
             
         }
         stream.Serialize(ref PlayerID);
         stream.Serialize(ref PlayerPosition);
         stream.Serialize(ref xRotation);
         stream.Serialize(ref yRotation);
         stream.Serialize(ref PlayerSpeed);
         stream.Serialize(ref PlayerInput); 
         stream.Serialize(ref PlayerState); 
         stream.Serialize(ref AnimationIndex);
         if (stream.isReading && Network.isClient)
         {
             
             if (PlayerID < 0 || PlayerID > NetworkUser.MAX_NETWORK_USERS)
             {
                 CGDebug.LogWarning("OnSerializeNetworkView: received wrong playerID: "+PlayerID);
                 break;
             }
             U = NetworkUser.Get(PlayerID);
             if (U.state == ENetworkUserState.Inactive)
             {
                 CGDebug.LogWarning("OnSerializeNetworkView: received data for inactive player: "+PlayerID);
                 continue;
             }
             if (U.playerObject == null )
             {
                 CGDebug.LogWarning("OnSerializeNetworkView: received data, but playerobject doesn't exist : "+PlayerID);
                 continue;
             }
             U.playerObject.AddSnapShot(info.timestamp,PlayerPosition,xRotation,yRotation,PlayerSpeed,PlayerInput,PlayerState,AnimationIndex);
         }
     }
 }
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