Mirror/Unity-Technologies-networking/Runtime/PlayerController.cs

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using System;
#if ENABLE_UNET
namespace UnityEngine.Networking
{
// This class represents the player entity in a network game, there can be multiple players per client
// when there are multiple people playing on one machine
// The server has one connection per client, and the connection has the player instances of that client
// The client has player instances as member variables (should this be removed and just go though the connection like the server does?)
public class PlayerController
{
internal const short kMaxLocalPlayers = 8;
public short playerControllerId = -1;
public NetworkIdentity unetView;
public GameObject gameObject;
public const int MaxPlayersPerClient = 32;
public PlayerController()
{
}
public bool IsValid { get { return playerControllerId != -1; } }
internal PlayerController(GameObject go, short playerControllerId)
{
gameObject = go;
unetView = go.GetComponent<NetworkIdentity>();
this.playerControllerId = playerControllerId;
}
public override string ToString()
{
return string.Format("ID={0} NetworkIdentity NetID={1} Player={2}", new object[] { playerControllerId, (unetView != null ? unetView.netId.ToString() : "null"), (gameObject != null ? gameObject.name : "null") });
}
}
}
#endif //ENABLE_UNET