using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using WW;
public class Test_Ping : MonoSingleton<Test_Ping> {
private string IP = "192.168.1.1";
Ping ping;
float delayTime;
private UILabel pingFps;
public bool isStart;
private void Awake()
{
// Log.error("进来");
pingFps = gameObject.GetComponent<UILabel>();
}
void Start()
{
gameObject.SetActive(false);
isStart = false;
IP = GameLoadInitial.testPingServerUrl.Replace(":10001","");
Log.error(IP);
SendPing();
InvokeManager.addTimeCount(() => { ping = new Ping(IP); }, 1f, InvokeManager.FOREVER);
}
private void Update()
{
if (null != ping && ping.isDone)
{
// Debug.Log(22);
delayTime = ping.time;
pingFps.text = delayTime.ToString()+"ms";
Debug.Log(delayTime);
ping.DestroyPing();
ping = null;
// Invoke("SendPing", 0.1F);//每秒Ping一次
}
}
void SendPing()
{
ping = new Ping(IP);
}
}
using System.Collections.Generic;
using UnityEngine;
using WW;
public class Test_Ping : MonoSingleton<Test_Ping> {
private string IP = "192.168.1.1";
Ping ping;
float delayTime;
private UILabel pingFps;
public bool isStart;
private void Awake()
{
// Log.error("进来");
pingFps = gameObject.GetComponent<UILabel>();
}
void Start()
{
gameObject.SetActive(false);
isStart = false;
IP = GameLoadInitial.testPingServerUrl.Replace(":10001","");
Log.error(IP);
SendPing();
InvokeManager.addTimeCount(() => { ping = new Ping(IP); }, 1f, InvokeManager.FOREVER);
}
private void Update()
{
if (null != ping && ping.isDone)
{
// Debug.Log(22);
delayTime = ping.time;
pingFps.text = delayTime.ToString()+"ms";
Debug.Log(delayTime);
ping.DestroyPing();
ping = null;
// Invoke("SendPing", 0.1F);//每秒Ping一次
}
}
void SendPing()
{
ping = new Ping(IP);
}
}