1
我有一個Player
類,它存儲玩家的信息。Unity3D網絡請求流程
public class Player {
private string player_id;
public static void NewPlayer(string name) {
Debug.Log("NewPlayer");
Player p = new Player();
p.player_id = "123";
p.register();
}
private void register() {
WWWForm form = new WWWForm();
form.AddField("mode", "register");
form.AddField("player_id", this.player_id);
NetworkManager nm = NetworkManager.instance;
nm.OnFinish += HandleOnFinish;
nm.Push (new NetworkManager.Request(NetworkManager.API_URL, HandleFinishNetwork, form));
nm.Execute();
}
void HandleFinishNetwork(WWW www) {
if(www.text == "OK") {
Debug.Log("Registration OK");
// *** what should I put here to return the Player object to the scene? ***
} else {
Debug.Log("Unexpected Data Returned: " + www.text);
}
}
}
其中NetworkManager
是延伸MonoBehaviour
System.IDisposable
和一個類。當NetworkManager
完成網絡操作時,將在Player
類中調用OnFinish
事件。
我有一個Unity場景,它有一個GUI按鈕,觸發Player.NewPlayer("MyName")
。當註冊成功時,我怎樣才能將Player
對象返回到場景?
非常詳細的解釋。謝謝! – Raptor