Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

MultiplayerSpawner

繼承: Node < Object

自動將可出生節點從授權端複製到其他多人對等體。

說明

可出生的場景可以在編輯器中或通過程式碼配置(參閱 add_spawnable_scene())。

還支援通過在所有對等體上呼叫 spawn_function,通過 spawn() 自定義節點出生。

在內部,MultiplayerSpawner 使用 MultiplayerAPI.object_configuration_add() 來通知出生, 需將出生的節點作為 object,並將其自身作為 configuration 傳入;並使用 MultiplayerAPI.object_configuration_remove() 以類似的方式通知消失。

屬性

Callable

spawn_function

int

spawn_limit

0

NodePath

spawn_path

NodePath("")

方法

void

add_spawnable_scene(path: String)

void

clear_spawnable_scenes()

String

get_spawnable_scene(index: int) const

int

get_spawnable_scene_count() const

Node

spawn(data: Variant = null)


訊號

despawned(node: Node) 🔗

Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on remote peers.


spawned(node: Node) 🔗

Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on remote peers.


屬性說明

Callable spawn_function 🔗

Method called on all peers when a custom spawn() is requested by the authority. Will receive the data parameter, and should return a Node that is not in the scene tree.

Note: The returned node should not be added to the scene with Node.add_child(). This is done automatically.


int spawn_limit = 0 🔗

  • void set_spawn_limit(value: int)

  • int get_spawn_limit()

Maximum number of nodes allowed to be spawned by this spawner. Includes both spawnable scenes and custom spawns.

When set to 0 (the default), there is no limit.


NodePath spawn_path = NodePath("") 🔗

到出生的根的路徑。作為直接子節點被新增的可出生場景,會被複製到其他對等體。


方法說明

void add_spawnable_scene(path: String) 🔗

將場景路徑新增到可出生的場景中,使其在新增為 spawn_path 指向的節點的子節點時,自動從多人遊戲授權端,複製到其他對等體。


void clear_spawnable_scenes() 🔗

清除所有可生成的場景。不會在遠端對等體上消除現有實例。


String get_spawnable_scene(index: int) const 🔗

按索引返回可生成場景的路徑。


int get_spawnable_scene_count() const 🔗

返回可生成場景路徑的數量。


Node spawn(data: Variant = null) 🔗

請求進行一次自訂出生,data 將被傳遞給所有對等體的 spawn_function。返回本地出生的節點實例,該節點實例已經在場景樹中,並被新增為 spawn_path 指向的節點的子節點。

注意:可出生的場景是自動出生的。spawn() 僅在自訂出生時需要。