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godot-docs-l10n/classes/zh_CN/class_multiplayerspawner.rst

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:github_url: hide
.. meta::
:keywords: network
.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/4.4/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/4.4/modules/multiplayer/doc_classes/MultiplayerSpawner.xml.
.. _class_MultiplayerSpawner:
MultiplayerSpawner
==================
**继承:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
自动将可出生节点从授权端复制到其他多人对等体。
.. rst-class:: classref-introduction-group
描述
----
可出生的场景可以在编辑器中或通过代码配置(参阅 :ref:`add_spawnable_scene()<class_MultiplayerSpawner_method_add_spawnable_scene>`\ )。
还支持通过在所有对等体上调用 :ref:`spawn_function<class_MultiplayerSpawner_property_spawn_function>`\ ,通过 :ref:`spawn()<class_MultiplayerSpawner_method_spawn>` 自定义节点出生。
在内部,\ **MultiplayerSpawner** 使用 :ref:`MultiplayerAPI.object_configuration_add()<class_MultiplayerAPI_method_object_configuration_add>` 来通知出生, 需将出生的节点作为 ``object``\ ,并将其自身作为 ``configuration`` 传入;并使用 :ref:`MultiplayerAPI.object_configuration_remove()<class_MultiplayerAPI_method_object_configuration_remove>` 以类似的方式通知消失。
.. rst-class:: classref-reftable-group
属性
----
.. table::
:widths: auto
+---------------------------------+-------------------------------------------------------------------------+------------------+
| :ref:`Callable<class_Callable>` | :ref:`spawn_function<class_MultiplayerSpawner_property_spawn_function>` | |
+---------------------------------+-------------------------------------------------------------------------+------------------+
| :ref:`int<class_int>` | :ref:`spawn_limit<class_MultiplayerSpawner_property_spawn_limit>` | ``0`` |
+---------------------------------+-------------------------------------------------------------------------+------------------+
| :ref:`NodePath<class_NodePath>` | :ref:`spawn_path<class_MultiplayerSpawner_property_spawn_path>` | ``NodePath("")`` |
+---------------------------------+-------------------------------------------------------------------------+------------------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_spawnable_scene<class_MultiplayerSpawner_method_add_spawnable_scene>`\ (\ path\: :ref:`String<class_String>`\ ) |
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`clear_spawnable_scenes<class_MultiplayerSpawner_method_clear_spawnable_scenes>`\ (\ ) |
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
| :ref:`String<class_String>` | :ref:`get_spawnable_scene<class_MultiplayerSpawner_method_get_spawnable_scene>`\ (\ index\: :ref:`int<class_int>`\ ) |const| |
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_spawnable_scene_count<class_MultiplayerSpawner_method_get_spawnable_scene_count>`\ (\ ) |const| |
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Node<class_Node>` | :ref:`spawn<class_MultiplayerSpawner_method_spawn>`\ (\ data\: :ref:`Variant<class_Variant>` = null\ ) |
+-----------------------------+------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
信号
----
.. _class_MultiplayerSpawner_signal_despawned:
.. rst-class:: classref-signal
**despawned**\ (\ node\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_MultiplayerSpawner_signal_despawned>`
当可生成场景或自定义生成被多人游戏授权端消除时发出。只在远程对等体上调用。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_signal_spawned:
.. rst-class:: classref-signal
**spawned**\ (\ node\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_MultiplayerSpawner_signal_spawned>`
当可生成场景或自定义生成被多人游戏授权端生成时发出。只在远程对等体上调用。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
属性说明
--------
.. _class_MultiplayerSpawner_property_spawn_function:
.. rst-class:: classref-property
:ref:`Callable<class_Callable>` **spawn_function** :ref:`🔗<class_MultiplayerSpawner_property_spawn_function>`
.. rst-class:: classref-property-setget
- |void| **set_spawn_function**\ (\ value\: :ref:`Callable<class_Callable>`\ )
- :ref:`Callable<class_Callable>` **get_spawn_function**\ (\ )
当自定义 :ref:`spawn()<class_MultiplayerSpawner_method_spawn>` 被授权端请求时,在所有对等体上调用的方法。将接收 ``data`` 参数,并且应该返回一个不在场景树中的 :ref:`Node<class_Node>`\ 。
\ **注意:**\ 返回的节点\ **不**\ 应该用 :ref:`Node.add_child()<class_Node_method_add_child>` 添加到场景中。这是自动完成的。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_property_spawn_limit:
.. rst-class:: classref-property
:ref:`int<class_int>` **spawn_limit** = ``0`` :ref:`🔗<class_MultiplayerSpawner_property_spawn_limit>`
.. rst-class:: classref-property-setget
- |void| **set_spawn_limit**\ (\ value\: :ref:`int<class_int>`\ )
- :ref:`int<class_int>` **get_spawn_limit**\ (\ )
该出生器允许出生的最大节点数。包括可出生场景和自定义出生。
当设置为 ``0``\ (默认值)时,没有限制。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_property_spawn_path:
.. rst-class:: classref-property
:ref:`NodePath<class_NodePath>` **spawn_path** = ``NodePath("")`` :ref:`🔗<class_MultiplayerSpawner_property_spawn_path>`
.. rst-class:: classref-property-setget
- |void| **set_spawn_path**\ (\ value\: :ref:`NodePath<class_NodePath>`\ )
- :ref:`NodePath<class_NodePath>` **get_spawn_path**\ (\ )
指向出生的根节点的路径。添加为其直接子节点的可出生场景会被复制到其他对等体。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法说明
--------
.. _class_MultiplayerSpawner_method_add_spawnable_scene:
.. rst-class:: classref-method
|void| **add_spawnable_scene**\ (\ path\: :ref:`String<class_String>`\ ) :ref:`🔗<class_MultiplayerSpawner_method_add_spawnable_scene>`
将场景路径添加到可出生的场景中,使其在添加为 :ref:`spawn_path<class_MultiplayerSpawner_property_spawn_path>` 指向的节点的子节点时,自动从多人游戏授权端,复制到其他对等体。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_method_clear_spawnable_scenes:
.. rst-class:: classref-method
|void| **clear_spawnable_scenes**\ (\ ) :ref:`🔗<class_MultiplayerSpawner_method_clear_spawnable_scenes>`
清除所有可生成的场景。不会在远程对等体上消除现有实例。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_method_get_spawnable_scene:
.. rst-class:: classref-method
:ref:`String<class_String>` **get_spawnable_scene**\ (\ index\: :ref:`int<class_int>`\ ) |const| :ref:`🔗<class_MultiplayerSpawner_method_get_spawnable_scene>`
按索引返回可生成场景的路径。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_method_get_spawnable_scene_count:
.. rst-class:: classref-method
:ref:`int<class_int>` **get_spawnable_scene_count**\ (\ ) |const| :ref:`🔗<class_MultiplayerSpawner_method_get_spawnable_scene_count>`
返回可生成场景路径的数量。
.. rst-class:: classref-item-separator
----
.. _class_MultiplayerSpawner_method_spawn:
.. rst-class:: classref-method
:ref:`Node<class_Node>` **spawn**\ (\ data\: :ref:`Variant<class_Variant>` = null\ ) :ref:`🔗<class_MultiplayerSpawner_method_spawn>`
请求进行一次自定义出生,\ ``data`` 将被传递给所有对等体的 :ref:`spawn_function<class_MultiplayerSpawner_property_spawn_function>`\ 。返回本地出生的节点实例,该节点实例已经在场景树中,并被添加为 :ref:`spawn_path<class_MultiplayerSpawner_property_spawn_path>` 指向的节点的子节点。
\ **注意:**\ 可出生的场景是自动出生的。\ :ref:`spawn()<class_MultiplayerSpawner_method_spawn>` 仅在自定义出生时需要。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
.. |void| replace:: :abbr:`void (无返回值。)`