Server.js:
var connectPort : int = 2224; function OnGUI () { if (Network.peerType == NetworkPeerType.Disconnected) { GUILayout.Label("Connection status: Disconnected"); connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100)); connectPort = parseInt(GUILayout.TextField(connectPort.ToString())); if (GUILayout.Button("Start Server")) { Network.InitializeServer(32, connectPort, false);//******** } } else { if (Network.peerType == NetworkPeerType.Server) { GUILayout.Label("Connection status: Server!"); GUILayout.Label("Connection: " + Network.connections.length); if (Network.connections.length >= 1) { GUILayout.Label("Ping to first player: " + Network.GetAveragePing(Network.connections[0])); } } if (GUILayout.Button("Disconnect")) { Network.Disconnect(200); } } } // Server functions called by Unity function OnPlayerConnected(player: NetworkPlayer) { Debug.Log("Player connected from: " + player.ipAddress + ":" + player.port); } function OnServerInitialized() { Debug.Log("Server initialized and ready"); } function OnPlayerDisconnected(player: NetworkPlayer) { Debug.Log("Player disconnected from: " + player.ipAddress + ":" + player.port); }
Client.js:
var connectToIP : String = "127.0.0.1"; var connectPort : int = 2224; function OnGUI () { if (Network.peerType == NetworkPeerType.Disconnected) { GUILayout.Label("Connection status: Disconnected"); connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100)); connectPort = parseInt(GUILayout.TextField(connectPort.ToString())); if (GUILayout.Button("Connect as client")) { Network.Connect(connectToIP, connectPort);//****** } } else { if (Network.peerType == NetworkPeerType.Connecting) { GUILayout.Label("Connection status: Connecting"); } else if (Network.peerType == NetworkPeerType.Client) { GUILayout.Label("Connection status: Client!"); GUILayout.Label("Ping to server: " + Network.GetAveragePing(Network.connections[0])); } if (GUILayout.Button("Disconnect")) { Network.Disconnect(200); } } } // Client functions called by Unity function OnConnectedToServer() { Debug.Log("This CLIENT has connected to a server"); } function OnDisconnectedFromServer(info : NetworkDisconnection) { Debug.Log("This SERVER OR CLIENT has disconnected from a server"); } function OnFailedToConnect(error: NetworkConnectionError) { Debug.Log("Could not connect to server: " + error); }
unity网络编程
最新推荐文章于 2024-04-03 11:38:01 发布