UnityEngine.Networking.NetworkConnection.ToString C# (CSharp) Méthode

ToString() public méthode

Returns a string representation of the NetworkConnection object state.

public ToString ( ) : string
Résultat string
        public override string ToString()
        {
            return string.Format("hostId: {0} connectionId: {1} isReady: {2} channel count: {3}", new object[] { this.hostId, this.connectionId, this.isReady, (this.m_Channels == null) ? 0 : this.m_Channels.Length });
        }

Usage Example

Exemple #1
0
    public void AddPlayerCharacter(NetworkConnection conn, short playerControllerID)
    {
        int playerID = PlayerManager.Inst.GetID(conn);
            if (playerID == -1)
            {
                Debug.LogError(string.Format("Player ID doesn't exist for con {0}", conn.ToString()));
                return;
            }

            PlayerSetting setting = PlayerManager.Inst.GetSetting(playerID);
            if (setting == null)
            {
                Debug.LogError(string.Format("Player Setting doesn't exist for ID {0}", playerID));
                return;
            }

            ServerPlayer newPlayer = (ServerPlayer)Instantiate(playerPrefab, spawnPosition, Quaternion.identity);

            PlayerManager.Inst.Set(setting.playerID, newPlayer);
            newPlayer.Init(setting);

            NetworkServer.AddPlayerForConnection(conn, newPlayer.gameObject, playerControllerID);
    }