2.9 KiB
SyncDictionary
A SyncDictionary is an associative array containing an unordered list of key, value pairs. Keys and values can be of the following types:
-
Basic type (byte, int, float, string, UInt64, etc)
-
Built-in Unity math type (Vector3, Quaternion, etc)
-
NetworkIdentity
-
Game object with a NetworkIdentity component attached.
-
Struct with any of the above
SyncDictionary works much like SyncLists: when you make a change on the server the change is propagated to all clients and the Callback is called.
To use it, create a class that derives from SyncDictionary for your specific type. This is necessary because the Weaver will add methods to that class. Then add a field to your NetworkBehaviour class.
Simple Example
using UnityEngine;
using Mirror;
public class ExamplePlayer : NetworkBehaviour
{
public class SyncDictionaryStringItem : SyncDictionary<string, Item> {}
public struct Item
{
public string name;
public int hitPoints;
public int durability;
}
public readonly SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem();
public void OnStartServer()
{
Equipment.Add("head", new Item { name = "Helmet", hitPoints = 10, durability = 20 });
Equipment.Add("body", new Item { name = "Epic Armor", hitPoints = 50, durability = 50 });
Equipment.Add("feet", new Item { name = "Sneakers", hitPoints = 3, durability = 40 });
Equipment.Add("hands", new Item { name = "Sword", hitPoints = 30, durability = 15 });
}
private void OnStartClient()
{
// Equipment is already populated with anything the server set up
// but we can subscribe to the callback in case it is updated later on
Equipment.Callback += OnEquipmentChange;
}
private void OnEquipmentChange(SyncDictionaryStringItem.Operation op, string key, Item item)
{
// equipment changed, perhaps update the gameobject
Debug.Log(op + " - " + key);
}
}
By default, SyncDictionary uses a Dictionary to store it's data. If you want to use a different IDictionary
implementation such as SortedList
or SortedDictionary
, add a constructor to your SyncDictionary implementation and pass a dictionary to the base class. For example:
public class ExamplePlayer : NetworkBehaviour
{
public class SyncDictionaryStringItem : SyncDictionary<string, Item>
{
public SyncDictionaryStringItem() : base (new SortedList<string,Item>()) {}
}
public readonly SyncDictionaryStringItem Equipment = new SyncDictionaryStringItem();
}