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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