From be6caf20c319f55fe6fa5d918859af39991a899f Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 1 Jan 2021 09:44:26 +0800 Subject: =?UTF-8?q?*=E7=BD=91=E7=BB=9C?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Client/Assembly-CSharp/InnerNet/InnerNetObject.cs | 26 ++++++++++++++++++++--- 1 file changed, 23 insertions(+), 3 deletions(-) (limited to 'Client/Assembly-CSharp/InnerNet/InnerNetObject.cs') diff --git a/Client/Assembly-CSharp/InnerNet/InnerNetObject.cs b/Client/Assembly-CSharp/InnerNet/InnerNetObject.cs index 0fdcf2d..e589296 100644 --- a/Client/Assembly-CSharp/InnerNet/InnerNetObject.cs +++ b/Client/Assembly-CSharp/InnerNet/InnerNetObject.cs @@ -6,6 +6,7 @@ namespace InnerNet { public abstract class InnerNetObject : MonoBehaviour, IComparable { + // 这个数据是不是我(本玩家) public bool AmOwner { get @@ -14,16 +15,35 @@ namespace InnerNet } } + // 这个字段用处未知,应该是用来标记此类的派生类 public uint SpawnId; + // 每一个此类数据(及派生数据)都会在创建的时候分配一个netId + // 每个这类数据都有一个场景内唯一的netId,会在广播Rpc调用的时候用来找到对应的数据结构 public uint NetId; - public uint DirtyBits; + // 此类数据公用的脏数据标记为,用来决定是否同步这个数据(即用MessageWriter写入) + public uint DirtyBits; - public SpawnFlags SpawnFlags; + /* + public enum SpawnFlags : byte + { + None = 0, + IsClientCharacter = 1 + } + */ + public SpawnFlags SpawnFlags; - public SendOption sendMode = SendOption.Reliable; + /* + public enum SendOption : byte + { + None = 0, + Reliable = 1 + } + */ + public SendOption sendMode = SendOption.Reliable; + // 数据对应的玩家ID,对于本玩家自己的数据会有特殊处理 public int OwnerId; protected bool DespawnOnDestroy = true; -- cgit v1.1-26-g67d0