unityc#脚本中实现socket服务器的构建

</pre><p><strong><span style="font-size:24px"><span style="white-space:pre"></span>其实在unity脚本中编写socket的服务器与平时编写差别并不大,只需注意如何将代码分配到脚本中特有的start与update方法。下面附上一段脚本实例,用来接收客户端传过来的数据</span></strong></p><p><strong><span style="font-size:24px"></span></strong></p><pre name="code" class="csharp"><pre name="code" class="csharp">using UnityEngine;
using System.Collections;
using System;
using System.Net.Sockets;
using System.Net;
using System.Text;

public class control : MonoBehaviour
{



    private Vector3 xMovement;
    private Vector3 yMovement;
    private Vector3 movement;
    
    // Use this for initialization
    void Start()
    {
        int recv;
        byte[] data = new byte[1024];
        float[] speed = new float[10];
        for(int j=0;j<10;j++)
        {
            speed[j] = 0;
        }
        float xSpeed=0;
        float ySpeed=0;
        IPEndPoint ipep = new IPEndPoint(IPAddress.Any, 9051);//本机预使用的IP和端口

        System.Net.Sockets.Socket client = null;
        System.Net.Sockets.Socket newsock = new System.Net.Sockets.Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);
        newsock.Bind(ipep);//绑定
        newsock.Listen(10);//Debug.Log("Hello");
        Debug.Log("Hello");
        //  Console.WriteLine("waiting for a client");
        while (client == null)
        {

            client = newsock.Accept();//当有可用的客户端连接尝试时执行,并返回一个新的socket,用于与客户端之间的通信
        }
       // IPEndPoint clientip = (IPEndPoint)client.RemoteEndPoint;
       //Console.WriteLine("connect with client:" + clientip.Address + " at port:" + clientip.Port);
       // string welcome = "welcome here!";
       // data = Encoding.ASCII.GetBytes(welcome);
       // client.Send(data, data.Length, SocketFlags.None);//发送信息
        int i = 0;
        while (true)
        {//用死循环来不断的从客户端获取信息
            data = new byte[1024];
           recv = client.Receive(data);
         

            speed[i] = float.Parse(Encoding.UTF8.GetString (data, 0, recv));
            Console.WriteLine("123");
            i++;
            if (i == 2)
            {
                i = 0;

                break;
            }
        }
        xSpeed = speed[0];
        ySpeed = speed[1];

        xMovement = Vector3.right * (xSpeed/10);
        yMovement = Vector3.forward * (ySpeed/10);
        movement = xMovement + yMovement;




    }

    // Update is called once per frame
    void Update()
    {
        //Rigidbody body = GetComponent<Rigidbody>();
        //body.AddForce(movement, ForceMode.Force);
        transform.Translate(movement * Time.deltaTime);

    }
}


 



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