mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 19:10:32 +00:00
123 lines
6.0 KiB
Markdown
123 lines
6.0 KiB
Markdown
# Custom Character Spawning
|
||
|
||
Many games need character customization. You may want to pick the color of the hair, eyes, skin, height, race, etc.
|
||
|
||
By default Mirror will instantiate the player for you. While that is convenient, it might prevent you from customizing it. Mirror provides the option of overriding player creation and customize it.
|
||
|
||
1) Create a class that extends `NetworkManager` if you have not done so. For example:
|
||
|
||
``` cs
|
||
public class MMONetworkManager : NetworkManager
|
||
{
|
||
...
|
||
}
|
||
```
|
||
and use it as your Network manager.
|
||
|
||
2) Open your Network Manager in the inspector and disable the "Auto Create Player" Boolean.
|
||
|
||
3) Create a message that describes your player. For example:
|
||
|
||
``` cs
|
||
public class CreateMMOCharacterMessage : MessageBase
|
||
{
|
||
public Race race;
|
||
public string name;
|
||
public Color hairColor;
|
||
public Color eyeColor;
|
||
}
|
||
|
||
public enum Race
|
||
{
|
||
None,
|
||
Elvish,
|
||
Dwarvish,
|
||
Human
|
||
}
|
||
```
|
||
|
||
4) Create your player prefabs (as many as you need) and add them to the "Register Spawnable Prefabs" in your Network Manager, or add a single prefab to the player prefab field in the inspector.
|
||
|
||
5) Send your message and register a player:
|
||
|
||
``` cs
|
||
public class MMONetworkManager : NetworkManager
|
||
{
|
||
public override void OnStartServer()
|
||
{
|
||
base.OnStartServer();
|
||
|
||
NetworkServer.RegisterHandler<CreateMMOCharacterMessage>(OnCreateCharacter);
|
||
}
|
||
|
||
public override void OnClientConnect(NetworkConnection conn)
|
||
{
|
||
base.OnClientConnect(conn);
|
||
|
||
// you can send the message here, or wherever else you want
|
||
CreateMMOCharacterMessage characterMessage = new CreateMMOCharacterMessage
|
||
{
|
||
race = Race.Elvish,
|
||
name = "Joe Gaba Gaba",
|
||
hairColor = Color.red,
|
||
eyeColor = Color.green
|
||
};
|
||
|
||
conn.Send(characterMessage);
|
||
}
|
||
|
||
void OnCreateCharacter(NetworkConnection conn, CreateMMOCharacterMessage message)
|
||
{
|
||
// playerPrefab is the one assigned in the inspector in Network
|
||
// Manager but you can use different prefabs per race for example
|
||
GameObject gameobject = Instantiate(playerPrefab);
|
||
|
||
// Apply data from the message however appropriate for your game
|
||
// Typically Player would be a component you write with syncvars or properties
|
||
Player player = gameobject.GetComponent<Player>();
|
||
player.hairColor = message.hairColor;
|
||
player.eyeColor = message.eyeColor;
|
||
player.name = message.name;
|
||
player.race = message.race;
|
||
|
||
// call this to use this gameobject as the primary controller
|
||
NetworkServer.AddPlayerForConnection(conn, gameobject);
|
||
}
|
||
}
|
||
```
|
||
|
||
## Ready State
|
||
|
||
In addition to players, client connections also have a “ready” state. The host sends clients that are ready information about spawned game objects and state synchronization updates; clients which are not ready are not sent these updates. When a client initially connects to a server, it is not ready. While in this non-ready state, the client can do things that don’t require real-time interactions with the game state on the server, such as loading Scenes, allowing the player to choose an avatar, or fill in log-in boxes. Once a client has completed all its pre-game work, and all its Assets are loaded, it can call `ClientScene.Ready` to enter the “ready” state. The simple example above demonstrates implementation of ready states; because adding a player with `NetworkServer.AddPlayerForConnection` also puts the client into the ready state if it is not already in that state.
|
||
|
||
Clients can send and receive network messages without being ready, which also means they can do so without having an active player game object. So a client at a menu or selection screen can connect to the game and interact with it, even though they have no player game object. See documentation on [Network Messages](../Communications/NetworkMessages.md) for more details about sending messages without using commands and RPC calls.
|
||
|
||
## Switching Players
|
||
|
||
To replace the player game object for a connection, use `NetworkServer.ReplacePlayerForConnection`. This is useful for restricting the commands that players can issue at certain times, such as in a pregame room screen. This function takes the same arguments as `AddPlayerForConnection`, but allows there to already be a player for that connection. The old player game object does not have to be destroyed. The `NetworkRoomManager` uses this technique to switch from the `NetworkRoomPlayer` game object to a game play player game object when all the players in the room are ready.
|
||
|
||
You can also use `ReplacePlayerForConnection` to respawn a player or change the object that represents the player. In some cases it is better to just disable a game object and reset its game attributes on respawn. The following code sample demonstrates how to actually replace the player game object with a new game object:
|
||
|
||
``` cs
|
||
public class MyNetworkManager : NetworkManager
|
||
{
|
||
public void ReplacePlayer(NetworkConnection conn, GameObject newPrefab)
|
||
{
|
||
// Cache a reference to the current player object
|
||
GameObject oldPlayer = conn.identity.gameObject;
|
||
|
||
// Instantiate the new player object and broadcast to clients
|
||
NetworkServer.ReplacePlayerForConnection(conn, Instantiate(newPrefab));
|
||
|
||
// Remove the previous player object that's now been replaced
|
||
NetworkServer.Destroy(oldPlayer);
|
||
}
|
||
}
|
||
```
|
||
|
||
If the player game object for a connection is destroyed, then that client cannot execute Commands. They can, however, still send network messages.
|
||
|
||
To use `ReplacePlayerForConnection` you must have the `NetworkConnection` game object for the player’s client to establish the relationship between the game object and the client. This is usually the property `connectionToClient` on the `NetworkBehaviour` class, but if the old player has already been destroyed, then that might not be readily available.
|
||
|
||
To find the connection, there are some lists available. If using the `NetworkRoomManager`, then the room players are available in `roomSlots`. The `NetworkServer` also has lists of `connections`.
|