Simple Game Summary
简单的游戏总结
With this example, we have covered most of the basic concepts and components needed to make a simple Multiplayer Networked game.
在这个例子中,我们已经涵盖了制作一个简单的多人网络游戏所需的大部分基本概念和组件。
We have covered that basic architecture of a project written to use the Multiplayer Networking High Level API (HLAPI).
我们已经介绍了一个使用多人网络高级API (HLAPI)编写的项目的基本架构。
We understand that when using the HLAPI, the Server and all of the Clients are executing the same code from the same scripts on the same GameObjects at the same time.
我们理解,当使用HLAPI时,服务器和所有客户端同时在相同的游戏对象上执行相同的代码。
We have discussed how to control the flow of logic when using the HLAPI with checks for the Server, LocalPlayer and Client.
我们讨论了如何在使用HLAPI检查服务器、LocalPlayer和客户机时控制逻辑流。
We have covered the RPCs available to the HLAPI;
我们已经覆盖了HLAPI可使用的RPCs;
both Commands and ClientRpc’s.
这两个命令和ClientRpc。
We have seen how to work with Commands, which are called on the Client and are executed on the Server;
我们已经了解了如何处理命令,这些命令在客户机上调用,并在服务器上执行;
and ClientRpc’s, which are called on the Server, but invoked on the Clients.
以及ClientRpc的,它在服务器上调用,但在客户机上调用。
We have covered SyncVars and SyncVar hooks.
我们已经讨论了SyncVars和SyncVar钩子。
We can keep variables in sync with the [SyncVar] attribute, and call functions when the values change with SyncVar hooks.
我们可以将变量与[SyncVar]属性保持同步,并在值随SyncVar挂钩变化时调用函数。
We have seen how we can keep the Transforms of our networked GameObjects synchronized with the the NetworkIdentity and the NetworkTransform component.
我们已经看到了如何将我们的网络游戏对象的转换与NetworkIdentity和NetworkTransform组件保持同步。
We have covered many of the built-in components available under Networking in the editor, including the NetworkManager, the NetworkManagerHUD and the NetworkStartPosition.
在编辑器中,我们已经介绍了许多在网络中可用的内置组件,包括NetworkManager、NetworkManagerHUD和NetworkStartPosition。
There are more built-in components available under Networking, but these are more specialized, not used as frequently and will be covered in other lessons.
在网络中有更多的内置组件,但是这些组件更专门化,不经常使用,并且将在其他课程中使用。
We hope that this lesson has proven to be a good starting point for understanding how to make a Networked Multiplayer project and that this quick overview of the most important aspects of the system have shown how easy it is to create Multiplayer games in Unity.
我们希望这一课已经被证明是理解如何建立一个联网的多人游戏项目的好起点,并且这个系统的最重要方面的快速概述显示了在Unity中创建多人游戏是多么容易。
For more information on Multiplayer Networking, please see the lessons and documentation pages linked below.
有关多人联网的更多信息,请参阅下面链接的课程和文档页面。