var supportedNetworkLevels : String[] = [ "mylevel" ];//关卡名的数组
var disconnectedLevel : String = "loader";//没有连接上服务进入的空关卡名
// Keep track of the last level prefix (increment each time a new level loads)
private var lastLevelPrefix = 0;
function Awake ()
{
// Network level loading is done in a seperate channel.
DontDestroyOnLoad(this);
networkView.group = 1;//这个还不是很了解
Application.LoadLevel(disconnectedLevel);//载入没有连接的关卡
}
function OnGUI ()
{
// When network is running (server or client) then display the levels
// configured in the supportedNetworkLevels array and allow them to be loaded
// at the push of a button
if (Network.peerType != NetworkPeerType.Disconnected)
{
GUILayout.BeginArea(Rect(0, Screen.height - 30, Screen.width, 30));
GUILayout.BeginHorizontal();
for (var level in supportedNetworkLevels)//遍历关卡的数组、这个是在外部接口自己填写
{
if (GUILayout.Button(level))
{
// Make sure no old RPC calls are buffered and then send load level command
Network.RemoveRPCsInGroup(0);
Network.RemoveRPCsInGroup(1);
// Load level with incremented level prefix (for view IDs)
networkView.RPC( "LoadLevel", RPCMode.AllBuffered, level, lastLevelPrefix + 1);
}
}
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();
GUILayout.EndArea();
}
}
@RPC
function LoadLevel (level : String, levelPrefix : int)
{
Debug.Log("Loading level " + level + " with prefix " + levelPrefix);
lastLevelPrefix = levelPrefix;
// There is no reason to send any more data over the network on the default channel,
// because we are about to load the level, thus all those objects will get deleted anyway
Network.SetSendingEnabled(0, false);
// We need to stop receiving because first the level must be loaded.
// Once the level is loaded, RPC's and other state update attached to objects in the level are allowed to fire
Network.isMessageQueueRunning = false;
// All network views loaded from a level will get a prefix into their NetworkViewID.
// This will prevent old updates from clients leaking into a newly created scene.
Network.SetLevelPrefix(levelPrefix);
Application.LoadLevel(level);
yield;
yield;
// Allow receiving data again
Network.isMessageQueueRunning = true;
// Now the level has been loaded and we can start sending out data
Network.SetSendingEnabled(0, true);
// Notify our objects that the level and the network is ready
for (var go in FindObjectsOfType(GameObject))
go.SendMessage("OnNetworkLoadedLevel", SendMessageOptions.DontRequireReceiver);
}
function OnDisconnectedFromServer ()
{
Application.LoadLevel(disconnectedLevel);
}
@script RequireComponent(NetworkView)