using UnityEngine;using System;using System.Collections;using System.Collections.Generic;using System.Net;using System.Net.Sockets;using UnityEngine.UI;
public class Walk : MonoBehaviour{ //socket和缓冲区 Socket socket; const int BUFFER_SIZE = 1024; public byte[] readBuff = new byte[BUFFER_SIZE]; //玩家列表 Dictionary<string, GameObject> players = new Dictionary<string, GameObject>(); //消息列表 List<string> msgList = new List<string>(); //Player预设 public GameObject prefab; //自己的IP和端口 string id;
//添加玩家 void AddPlayer(string id, Vector3 pos) { GameObject player = (GameObject)Instantiate(prefab, pos, Quaternion.identity); TextMesh textMesh = player.GetComponentInChildren<TextMesh>(); textMesh.text = id; players.Add(id, player); }
//发送位置协议 void SendPos() { GameObject player = players[id]; Vector3 pos = player.transform.position; //组装协议 string str = "POS "; str += id + " "; str += pos.x.ToString() + " "; str += pos.y.ToString() + " "; str += pos.z.ToString() + " ";
byte[] bytes = System.Text.Encoding.Default.GetBytes(str); socket.Send(bytes); Debug.Log("发送 " + str); }
//发送离开协议 void SendLeave() { //组装协议 string str = "LEAVE "; str += id + " "; byte[] bytes = System.Text.Encoding.Default.GetBytes(str); socket.Send(bytes); Debug.Log("发送 " + str); }
//移动 void Move() { if (id == "") return;
GameObject player = players[id]; //上 if (Input.GetKey(KeyCode.UpArrow)) { player.transform.position += new Vector3(0, 0, 1); SendPos(); } //下 else if (Input.GetKey(KeyCode.DownArrow)) { player.transform.position += new Vector3(0, 0, -1); ; SendPos(); } //左 else if (Input.GetKey(KeyCode.LeftArrow)) { player.transform.position += new Vector3(-1, 0, 0); SendPos(); } //右 else if (Input.GetKey(KeyCode.RightArrow)) { player.transform.position += new Vector3(1, 0, 0); SendPos(); } }
//离开 void OnDestory() { SendLeave(); }
//开始 void Start() { Connect(); //请求其他玩家列表,略 //把自己放在一个随机位置 UnityEngine.Random.seed = (int)DateTime.Now.Ticks; float x = 100 + UnityEngine.Random.Range(-30, 30); float y = 0; float z = 100 + UnityEngine.Random.Range(-30, 30); Vector3 pos = new Vector3(x, y, z); AddPlayer(id, pos);
//同步 SendPos(); }
//链接 void Connect() { //Socket socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); //Connect socket.Connect("192.168.1.199", 1234); id = socket.LocalEndPoint.ToString(); //Recv socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null); }
//接收回调 private void ReceiveCb(IAsyncResult ar) { try { int count = socket.EndReceive(ar); //数据处理 string str = System.Text.Encoding.UTF8.GetString(readBuff, 0, count); msgList.Add(str); //继续接收 socket.BeginReceive(readBuff, 0, BUFFER_SIZE, SocketFlags.None, ReceiveCb, null); } catch (Exception e) { socket.Close(); } }
void Update() { //处理消息列表 for (int i = 0; i < msgList.Count; i++) HandleMsg(); //移动 Move(); }
//处理消息列表 void HandleMsg() { //获取一条消息 if (msgList.Count <= 0) return; string str = msgList[0]; msgList.RemoveAt(0); //根据协议做不同的消息处理 string[] args = str.Split(' '); if (args[0] == "POS") { OnRecvPos(args[1], args[2], args[3], args[4]); } else if (args[0] == "LEAVE") { OnRecvLeave(args[1]); } }
//处理更新位置的协议 public void OnRecvPos(string id, string xStr, string yStr, string zStr) { //不更新自己的位置 if (id == this.id) return; //解析协议 float x = float.Parse(xStr); float y = float.Parse(yStr); float z = float.Parse(zStr); Vector3 pos = new Vector3(x, y, z); //已经初始化该玩家 if (players.ContainsKey(id)) { players[id].transform.position = pos; } //尚未初始化该玩家 else { AddPlayer(id, pos); } }
//处理玩家离开的协议 public void OnRecvLeave(string id) { if (players.ContainsKey(id)) { Destroy(players[id]); players[id] = null; } }}
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