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.
Checking the stable version of the documentation...
MultiplayerSpawner
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
|
||
|
方法
void |
add_spawnable_scene(path: String) |
void |
|
get_spawnable_scene(index: int) const |
|
get_spawnable_scene_count() const |
|
訊號
Emitted when a spawnable scene or custom spawn was despawned by the multiplayer authority. Only called on remote peers.
Emitted when a spawnable scene or custom spawn was spawned by the multiplayer authority. Only called on remote peers.
屬性說明
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.
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。