关于网络连接Network的使用

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/yeluo_vinager/article/details/52711034

开发一个局域网连接

代码:

using UnityEngine;
using System.Collections;

public class all : MonoBehaviour
{
    private int serverPort;
    public  int HP = 10000;
    public int MP = 10000;
    private string IP = "192.168.56.140";
    private string clientIp;
   // private string clientIpSplite;
    public GameObject cube;
    private bool cubeInitialed = false;
    //Connet port   
    private int Port = 10000;
    void Awake()
    {
        serverPort = 10000;
        
    }

    //OnGUI方法,所有GUI的绘制都需要在这个方法中实现    
    void OnGUI()
    {
        //Network.peerType是端类型的状态:    
        //即disconnected, connecting, server 或 client四种    
        switch (Network.peerType)
        {
            //禁止客户端连接运行, 服务器未初始化    
            case NetworkPeerType.Disconnected:
                StartServer();
                StartConnect();
                break;
            //运行于服务器端    
            case NetworkPeerType.Server:
                OnServer();
                break;
            //运行于客户端    
            case NetworkPeerType.Client:
                OnConnect();
                break;
            //正在尝试连接到服务器    
            case NetworkPeerType.Connecting:
                break;
        }
        GUILayout.Label(Network.player.ipAddress);
    }

    void StartConnect()
    {
        if (GUILayout.Button("Connect Server"))
        {
            NetworkConnectionError error = Network.Connect(IP, Port);
            Debug.Log("connect status:" + error);
        }
    }

    void OnConnect()
    {
        if (!cubeInitialed)
        {
            Network.Instantiate(cube, transform.position, transform.rotation, 0);
            cubeInitialed = true;
        }
        GUILayout.Label("Hp" + HP);
        GUILayout.Label("Mp" + MP);
    }

    void StartServer()
    {
        //当用户点击按钮的时候为true    
        if (GUILayout.Button("创建服务器"))
        {
            //初始化本机服务器端口,第一个参数就是本机接收多少连接    
            NetworkConnectionError error = Network.InitializeServer(12, serverPort, false);
            Debug.Log("错误日志" + error);
        }
    }

    void OnServer()
    {
        GUILayout.Label("服务端已经运行,等待客户端连接");
        int length = Network.connections.Length;

        for (int i = 0; i < length; i++)
        {
            GUILayout.Label("客户端" + i);
            GUILayout.Label("客户端ip" + Network.connections[i].ipAddress);
            GUILayout.Label("客户端端口" + Network.connections[i].port);
        }
        if (GUILayout.Button("传递 "))
        {
            GetComponent<NetworkView>().RPC("GetModel", RPCMode.Server, 200,10);//一百是攻击数值
        }
    }
    public GameObject co;
    void OnServerInitialized()
    {
        print("服务器创建成功");
        Network.Instantiate(co, co.transform.position, co.transform.rotation, 0);
    }
    [RPC]
    void GetModel(int att,int aww) {
        HP -= att;
        MP -= aww;
    }
}


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转载自blog.csdn.net/yeluo_vinager/article/details/52711034