Unity MQTT 客户端 (M2MQTT) 已封模块直接用

前言

不好意思,我又来趟坑了,最近玩MQTT玩的甚欢…
查了一圈帖子Unity用M2MQTT开发的话比较心情愉悦,

具体搭建过程请参考这篇帖子:
MQTT学习(四)–使用m2mqtt在Unity3D中实现MQTT客户端

上干货!

下载vovacooper/Unity3d_MQTT库:

github:https://github.com/vovacooper/Unity3d_MQTT
codechina:https://codechina.csdn.net/mirrors/vovacooper/Unity3d_MQTT
fastgit:https://hub.fastgit.org/vovacooper/Unity3d_MQTT
(Github上不去的用后面这两个下载)

导入包

打开下载的压缩包文件,
找到Unity3d_MQTT-master.zip/Unity3d_MQTT-master/Packages/unity3d_mqtt.unitypackage这个文件解压出来,丢到unity里面.

再上干货

为了便于调用,我将这个库又封装了一层.效果是酱式儿的:
在这里插入图片描述

这样一来用起来就很舒服了…
在这里插入图片描述

上家伙

复制保存MqttEvents.cs,随便挂一个物体上即可使用!

using System;
using UnityEngine;
using UnityEngine.Events;
using System.Collections;
using System.Net;
using System.Text;
using uPLibrary.Networking.M2Mqtt;
using uPLibrary.Networking.M2Mqtt.Messages;


public class MqttEvents : MonoBehaviour
{
    
    


    public MqttClient client;
    [Header("服务器设定")]
    public bool debug = false;
    public string ip = "127.0.0.1";
    public int port = 1883;
    public string username = "smcc";
    public string password = "123123";
    public bool autoConnect = true;
    public bool autoReconnect = true;
    [Header("自动订阅主题")]
    public int qos = 0;
    public string[] toppics;
    [Header("MQTT事件绑定")]
    public MqttEvent_OnBegin onBeginCall;
    public MqttEvent_OnConnect onConnectCall;
    public MqttEvent_OnReonnect onReconnectCall;
    public MqttEvent_OnDisconnect onDisconnectCall;
    public MqttEvent_OnMsg onMsgCall;

    // Use this for initialization
    void Start()
    {
    
    
        // create client instance 
        client = new MqttClient(IPAddress.Parse(ip), port, false, null);

        // register to message received 
        client.MqttMsgPublishReceived += client_MqttMsgPublishReceived;
        client.MqttMsgDisconnected += client_MqttMsgDisconnected;
        /*
        //这部分事件不常用,按需添加
        client.MqttMsgSubscribed += client_MqttMsgSubscribed;
        client.MqttMsgUnsubscribed += client_MqttMsgUnsubscribed;
        client.MqttMsgPublished += client_MqttMsgPublished;*/
        onBeginCall.Invoke(this);
        if (autoConnect) connect();

    }
    public void connect()
    {
    
    

        string clientId = "CONTROL_CLIENT_" + Guid.NewGuid().ToString();
        if (debug) client.Connect(clientId, username, password);
        if (client.IsConnected)
        {
    
    
            if (debug) Debug.Log("[MQTT]连接服务器成功!" + client.IsConnected);
            onConnectCall.Invoke(client);
            //开始订阅主题
            if (toppics.Length > 0)
            {
    
    
                byte[] qoss = new byte[toppics.Length];
                for (int i = 0; i < qoss.Length; i++) qoss[i] = (byte)qos;
                client.Subscribe(toppics, qoss);
            }

        }
        else
        {
    
    
            if (debug) Debug.LogWarning("[MQTT]连接服务器失败!" + client.IsConnected);
            onDisconnectCall.Invoke(client);
            if (autoReconnect) StartCoroutine(reConnect());
        }
        float ts = Time.time;
    }


    void client_MqttMsgPublishReceived(object sender, MqttMsgPublishEventArgs e)
    {
    
    
        if (debug) Debug.Log("[MQTT]消息抵达: " + e.Topic + " " + Encoding.UTF8.GetString(e.Message));
        onMsgCall.Invoke(this, e.Topic, Encoding.UTF8.GetString(e.Message));

    }
    void client_MqttMsgDisconnected(object sender, System.EventArgs e)
    {
    
    
        if (debug) Debug.Log("[MQTT]服务器连接中断..." + e);
        onDisconnectCall.Invoke(client);
        if (autoReconnect) StartCoroutine(reConnect());
    }
    IEnumerator reConnect()
    {
    
    
        yield return new WaitForSeconds(1);
        if (debug) Debug.Log("[MQTT]正在重新连接服务器...");
        onReconnectCall.Invoke(client);
        connect();
    }
    /*
    void client_MqttMsgSubscribed(object sender, System.EventArgs e)
    {
        if (debug) Debug.Log("[MQTT]成功订阅主题: " + e);
    }
    void client_MqttMsgUnsubscribed(object sender, System.EventArgs e)
    {
        if (debug) Debug.Log("[MQTT]取消订阅成功: " + e);
    }
    void client_MqttMsgPublished(object sender, System.EventArgs e)
    {
        if (debug) Debug.Log("[MQTT]发送消息成功: " + e);
    }
        client.Publish(topic, System.Text.Encoding.UTF8.GetBytes(str), qos, retain);
    }*/
    public void send(string topic, string str)
    {
    
    
        client.Publish(topic, System.Text.Encoding.UTF8.GetBytes(str), (byte)qos, false);
    }

}

[Serializable]
public class MqttEvent_OnBegin : UnityEvent<MqttEvents> {
    
     }


[Serializable]
public class MqttEvent_OnMsg : UnityEvent<MqttEvents, string, string> {
    
     }

[Serializable]
public class MqttEvent_OnDisconnect : UnityEvent<MqttClient> {
    
     }

[Serializable]
public class MqttEvent_OnConnect : UnityEvent<MqttClient> {
    
     }
[Serializable]
public class MqttEvent_OnReonnect : UnityEvent<MqttClient> {
    
     }

这东西用起来也很简单,你只需要创建一个脚本,根据事件类型创建对应接收函数即可!
666,别忘点个

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转载自blog.csdn.net/cbaili/article/details/121597127
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