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-rw-r--r--Client/Assembly-CSharp/PlayerControl.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/Client/Assembly-CSharp/PlayerControl.cs b/Client/Assembly-CSharp/PlayerControl.cs
index f0e5fbc..ceed276 100644
--- a/Client/Assembly-CSharp/PlayerControl.cs
+++ b/Client/Assembly-CSharp/PlayerControl.cs
@@ -8,6 +8,7 @@ using InnerNet;
using PowerTools;
using UnityEngine;
+// 这个结构没有要同步的数据,但是重写了handleRpc用来响应Rpc调用
public class PlayerControl : InnerNetObject
{
public bool CanMove
@@ -1188,6 +1189,7 @@ public class PlayerControl : InnerNetObject
messageWriter.EndMessage();
}
+ // 同步单局游戏的配置,远程调用其他玩家的配置设置函数
public void RpcSyncSettings(GameOptionsData gameOptions)
{
if (!AmongUsClient.Instance.AmHost || DestroyableSingleton<TutorialManager>.InstanceExists)
@@ -1196,6 +1198,7 @@ public class PlayerControl : InnerNetObject
}
PlayerControl.GameOptions = gameOptions;
SaveManager.GameHostOptions = gameOptions;
+ // 调用playercontrol.handleRpc的2
MessageWriter messageWriter = AmongUsClient.Instance.StartRpc(this.NetId, 2, SendOption.Reliable);
messageWriter.WriteBytesAndSize(gameOptions.ToBytes());
messageWriter.EndMessage();
@@ -1381,8 +1384,8 @@ public class PlayerControl : InnerNetObject
case 1:
this.CompleteTask(reader.ReadPackedUInt32());
return;
- case 2:
- PlayerControl.GameOptions = GameOptionsData.FromBytes(reader.ReadBytesAndSize());
+ case 2: // 同步PlayerControl.GameOptions
+ PlayerControl.GameOptions = GameOptionsData.FromBytes(reader.ReadBytesAndSize());
return;
case 3:
this.SetInfected(reader.ReadBytesAndSize());