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GDNet使用教程
  • 首页
  • 声明
  • 使用要求
  • GDNet简介
  • 下载GDNet与项目初始化
    • 下载
    • VisualStudio服务器端项目安装GDNet
    • Unity客户端项目安装GDNet
  • 第一个GDNet项目
    • 服务器端VisualStudio项目
    • 客户端Unity项目
  • 项目进阶
    • 一键改变颜色
    • 一键改变模型
    • 使用Unity新的第三人称控制器
    • 射击
  • Net.Component
    • Command
    • NetworkTransformBase
    • ClientManager
  • ServerBase
    • OnUnClientRequest
    • OnStarting
    • OnStartupCompleted
    • OnAddDefaultScene
    • OnAddPlayerToScene
    • OnHasConnect
    • OnRemoveClient
    • OnInvokeRpc
    • OnReceiveBuffer
    • OnReceiveFile
    • OnOperationSync
    • OnRevdRTProgress
    • OnSendRTProgress
    • OnSerializeRpc
    • OnDeserializeRpc
    • SceneUpdateHandle
    • DataTrafficHandler
    • SingleHandler
    • GetClients
    • GetScenes
    • Run
    • Invoke
    • Invoke
    • Invoke
    • CreateScene
    • CreateScene
    • CreateScene
    • CreateScene
    • CreateScene
    • JoinScene
    • EnterScene
    • SwitchScene
    • ExitScene
    • RemoveScene
    • RemoveScenePlayer
    • DeletePlayer
    • RemovePlayer
    • RemoveClient
    • IsHasScene
    • Close
    • Send(Player client, byte[] buffer)
    • Send(Player client, byte cmd, byte[] buffer)
    • Send(Player client, bool reliable, byte[] buffer)
    • Send(Player client, byte cmd, bool reliable, byte[] buffer)
    • Send(Player client, string func, params object[] pars)
    • Send(Player client, byte cmd, string func, params object[] pars)
    • Send(Player client, ushort methodMask, params object[] pars)
    • Send(Player client, byte cmd, ushort methodMask, params object[] pars)
    • Send(Player client, bool reliable, string func, params object[] pars)
    • Send(Player client, byte cmd, bool reliable, string func, params object[] pars)
    • Send(Player client, byte cmd, object obj)
    • Send(Player client, byte cmd, byte[] buffer, bool kernel, bool serialize)
    • Send(Player client, RPCModel model)
    • SendRT(Player client, string func, params object[] pars)
    • SendRT(Player client, byte cmd, string func, params object[] pa
    • SendRT(Player client, ushort methodMask, params object[] pars)
    • SendRT(Player client, byte cmd, ushort methodMask, params object[] pars)
    • SendRT(Player client, byte[] buffer)
    • SendRT(Player client, byte cmd, byte[] buffer)
    • SendRT(Player client, byte cmd, object obj)
    • SendRT(Player client, byte cmd, byte[] buffer, bool kernel, bool serialize)
    • SendRT(Player client, RPCModel model)
    • Multicast(IList<Player> clients, byte[] buffer)
    • Multicast(IList<Player> clients, byte cmd, byte[] buffer)
    • Multicast(IList<Player> clients, bool reliable, byte[] buffer)
    • Multicast(IList<Player> clients, bool reliable, byte cmd, object obj)
    • Multicast(IList<Player> clients, bool reliable, byte cmd, byte[] buffer)
    • Multicast(IList<Player> clients, bool reliable, byte cmd, byte[] buffer, bool kernel, bool serialize
    • Multicast(IList<Player> clients, bool reliable, RPCModel model)
    • Multicast(IList<Player> clients, string func, params object[] pars)
    • Multicast(IList<Player> clients, bool reliable, string func, params object[] pars)
    • Multicast(IList<Player> clients, byte cmd, string func, params object[] pars)
    • Multicast(IList<Player> clients, bool reliable, byte cmd, string func, params object[] pars)
    • Multicast(IList<Player> clients, bool reliable, ushort methodMask, params object[] pars)
    • Multicast(IList<Player> clients, bool reliable, byte cmd, ushort methodMask, params object[] pars)
    • AddRpcHandle(object target)
    • AddRpcHandle(object target, bool append)
    • IsOnline(string playerID)
    • IsOnline(string playerID, out Player client)
    • OfflineHandle
    • SignOut
    • SetHeartTime
    • Ping(Player client)
    • Ping(Player client, Action<Player, double> callback)
    • SendFile(Player client, string filePath, int bufferSize = 50000)
    • SendFile(Player client, int key, FileData fileData)
  • NetScene
    • AddPlayer
    • OnEnter
    • OnExit
    • OnRemove
    • OnOperationSync
    • AddPlayerRange
    • Update
    • OnPacket
    • OnRecovery
    • AddOperation
    • AddOperations(List<Operation> opts)
    • AddOperations(Operation[] opts)
    • Remove
    • RemoveAll
    • RemoveOperations
    • Name
    • sceneCapacity
    • Players
    • state
    • frame
    • SceneNumber
    • CurrNum
    • Count
    • IsFull
  • NetPlayer
    • SceneID
    • PlayerID
    • Scene
    • OnUnClientRequest
    • OnWSUnClientRequest
    • OnRevdBufferHandle
    • OnWSRevdBuffer
    • OnRemoveClient
    • OnRpcExecute
    • OnStart
    • OnUpdate
    • OnEnter
    • OnExit
    • OnSignOut
    • OnRemove
    • OnOperationSync
  • 注意内容
    • 三个OnOperationSync
    • Send和SendRT
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NetPlayer

SceneIDPlayerIDSceneOnUnClientRequestOnWSUnClientRequestOnRevdBufferHandleOnWSRevdBufferOnRemoveClientOnRpcExecuteOnStartOnUpdateOnEnterOnExitOnSignOutOnRemoveOnOperationSync
上一页IsFull下一页SceneID

最后更新于3年前

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