using UnityEngine;
using System.Collections;
public class Server : MonoBehaviour {
//端口号
int Port = 10000;
void OnGUI()
{
//网络连接状态
switch(Network.peerType)
{
//服务器未开启
case NetworkPeerType.Disconnected:
StartServer();
break;
//成功连接服务器
case NetworkPeerType.Server:
OnServer();
break;
//成功连接的客户端
case NetworkPeerType.Client:
break;
//正在连接中
case NetworkPeerType.Connecting:
break;
}
}
//创建服务器
void StartServer()
{
if(GUILayout.Button("Create Server"))
{
//创建一个允许100台客户端连接的服务器
NetworkConnectionError error = Network.InitializeServer(100,Port,false);
//如果有错误,将其打印出来
Debug.Log("ConnectionState:"+ error);
}
}
void OnServer()
{
//创建完成
GUILayout.Label("Completed");
//连接客户端的数量
int length = Network.connections.Length;
for(int i = 0;i < length;i++)
{
//客户端的ID
GUILayout.Label("ClientID:" +i);
//客户端的IP
GUILayout.Label("ClientIP:" + Network.connections[i].ipAddress);
//客户端的Port
GUILayout.Label("ClientPort:" + Network.connections[i].port);
}
//关闭服务器
if(GUILayout.Button("Disconnection"))
{
Network.Disconnect();
}
}
}