1
我一直在试图使光子语音统一的私人聊天成为可能,但目前为止还无法做到。我读了音频组的概念https://doc.photonengine.com/en-us/voice/current/getting-started/voice-for-pun 在项目中首先,player1加入是创建房间并将默认音频组设置为零的主客户端。我正在使用演示pushtotalk,我希望加入的玩家能够以一对一的方式与player1交谈。我试图给其他玩家加入主客户端player1之后的不同音频组,并使主客户端按下按钮或事件来订阅它们以使其工作,但未能这样做。只需要玩家1能够在私人对话中听所有其他玩家。请给出使用photon语音脚本中的演示场景进行解释的例子。这里的代码 -如何在Unity中的Photon Voice中与所有玩家对话?
using Client.Photon.LoadBalancing;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Button))]
public class PushToTalkPrivateButton : MonoBehaviour
{
[SerializeField]
private Button pushToTalkPrivateButton;
[SerializeField]
private Text buttonText;
private PushToTalkScript pttScript;
public byte AudioGroup;
public bool Subscribed;
private void Start()
{
pttScript = FindObjectOfType<PushToTalkScript>();
PhotonVoiceNetwork.Client.OnStateChangeAction += OnVoiceClientStateChanged;
}
private void OnVoiceClientStateChanged(ClientState state)
{
Debug.LogFormat("VoiceClientState={0}", state);
if (pushToTalkPrivateButton != null)
{
switch (state)
{
case ClientState.Joined:
pushToTalkPrivateButton.gameObject.SetActive(true);
Subscribed = Subscribed || PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup });
break;
default:
pushToTalkPrivateButton.gameObject.SetActive(false);
break;
}
}
}
public void SetAudioGroup(PhotonPlayer player)
{
if (!Subscribed)
{
buttonText.text = string.Format("Talk-To-Player{0}", player.ID);
int targetActorNr = player.ID;
if (PhotonNetwork.player.ID < targetActorNr)
{
AudioGroup = (byte) (targetActorNr + PhotonNetwork.player.ID*10);
}
else if (PhotonNetwork.player.ID > targetActorNr)
{
AudioGroup = (byte) (PhotonNetwork.player.ID + targetActorNr*10);
}
else
{
return;
}
if (PhotonVoiceNetwork.ClientState == ClientState.Joined)
{
Subscribed = PhotonVoiceNetwork.Client.ChangeAudioGroups(null, new byte[1] { AudioGroup });
}
}
}
public void PushToTalkOn()
{
if (Subscribed)
{
PhotonVoiceNetwork.Client.GlobalAudioGroup = AudioGroup;
pttScript.PushToTalk(true);
}
}
public void PushToTalkOff()
{
pttScript.PushToTalkOff();
}
}