ServerMain (Unity js):
#pragma strict
var Message : String;
var scrollPosistion : Vector2;
function OnGUI ()
{
if (Network.peerType == NetworkPeerType.Disconnected) {
GUILayout.Label("Network server is not running.");
if (GUILayout.Button ("Start Server"))
{
startServer();
}
}
else {
if (Network.peerType == NetworkPeerType.Connecting)
GUILayout.Label("Network server is starting up...");
else {
GUILayout.Label("Network server is running.");
showServerInformation();
showClientInformation();
}
if (GUILayout.Button ("Stop Server"))
{
stopServer();
Message = "";
}
}
GUILayout.Box(Message);
}
@RPC
function ReqstMessage(name:String, talkword:String){
Message += "\n" + name + " from :" + talkword;
}
public var listenPort : int;
public var maxClients : int;
function startServer() {
Network.InitializeServer(maxClients, listenPort, false);
}
function stopServer() {
Network.Disconnect();
}
function OnServerInitialized() {
Debug.Log("Network server initialized and ready");
}
function OnDisconnectedFromServer(info : NetworkDisconnection) {
Debug.Log("Network server disconnected");
}
@script RequireComponent(ServerPlayerManager)
private var spm : ServerPlayerManager;
function Awake() {
spm = gameObject.GetComponent(ServerPlayerManager);
}
function OnPlayerConnected(player: NetworkPlayer) {
Debug.Log("Player " + player + " connected from ip/port: " + player.ipAddress + "/" + player.port);
spm.spawnPlayer(player);
}
function OnPlayerDisconnected(player : NetworkPlayer) {
Debug.Log("Player disconnected");
spm.deletePlayer(player);
}
function showClientInformation() {
GUILayout.Label("Clients: " + Network.connections.Length + "/" + maxClients);
for(var p: NetworkPlayer in Network.connections) {
GUILayout.Label(" Player " + p + " from ip/port: " + p.ipAddress + "/" + p.port);
}
}
function showServerInformation() {
GUILayout.Label("IP: " + Network.player.ipAddress + " Port: " + Network.player.port);
}
ServerPlayerManager (Unity js):
#pragma strict
var players = new Hashtable();
function spawnPlayer(player : NetworkPlayer) {
Debug.Log("Spawning player game object for player " + player);
var ply : PlayerInfo = GameObject.FindObjectOfType(PlayerInfo);
var go : GameObject = Network.Instantiate(ply.playerPrefab, Vector3.up*3, Quaternion.identity, 0);
players[player] = go;
}
function deletePlayer(player : NetworkPlayer) {
Debug.Log("Deleting player game object for player " + player);
var go : GameObject = players[player];
Network.RemoveRPCs(go.GetComponent.<NetworkView>().viewID); // remove buffered Instantiate calls
Network.Destroy(go); // destroy the game object on all clienst
players.Remove(player); // remove player from server list
}
@RPC
function handlePlayerInput(player: NetworkPlayer, vertical: float, horizontal: float) {
Debug.Log("Received move from player " + player);
var go : GameObject = players[player];
go.transform.position = go.transform.position + Vector3.right*horizontal;
go.transform.position = go.transform.position + Vector3.forward*vertical;
}
------------------------------------------------------
Client Main(Unity js):
var scrollPosistion : Vector2;
var MyName:String = "";
var Inputword:String = "";
var Outputword:String = "";
function Update() {
if(Input.anyKey) {
sendInputToServer();
}
}
function sendInputToServer() {
var vertical: float = Input.GetAxis("Vertical");
var horizontal: float = Input.GetAxis("Horizontal");
if((vertical!=0)||(horizontal!=0)) {
GetComponent.<NetworkView>().RPC("handlePlayerInput",RPCMode.All,Network.player,vertical, horizontal);
}
}
@RPC
function handlePlayerInput(player: NetworkPlayer, vertical: float, horizontal: float) {
}
@RPC
function ReqstMessage(sayWord:String,name:String){
Outputword += "\n" + sayWord + " from :" + name;
}
function OnGUI ()
{
if (Network.peerType == NetworkPeerType.Disconnected)
{
GUILayout.Label("Not connected to server.");
if (GUILayout.Button ("Connect to server"))
connectToServer();
}
else
{
if(Network.peerType == NetworkPeerType.Connecting)
GUILayout.Label("Connecting to server..."); //unity bug: this never happens
else {
GUILayout.Label("Connected to server.");
GUILayout.Label("IP/port: " + Network.player.ipAddress + "/" + Network.player.port);
}
if(Network.isClient){
scrollPosistion = GUILayout.BeginScrollView(scrollPosistion, GUILayout.Width(200), GUILayout.Height(500));
MyName=GUILayout.TextArea(MyName);
Inputword=GUILayout.TextArea(Inputword);
GUILayout.Box(Outputword);
if(GUILayout.Button("Enter")){
GetComponent.<NetworkView>().RPC("ReqstMessage", RPCMode.All, Inputword, MyName);
}
}
if (GUILayout.Button ("Disconnect")){
disconnectFromServer();
MyName = "";
Inputword = "";
}
GUILayout.EndScrollView ();
}
}
var remoteIP : String;
var remotePort : int;
function connectToServer() {
Debug.Log("Tyring to connect to Server...");
Network.Connect(remoteIP, remotePort);
}
function disconnectFromServer() {
Debug.Log("Tyring to disconnect from the Server...");
Network.Disconnect();
}
function OnConnectedToServer() {
Debug.Log("Successfully connected to server as player " + Network.player);
}
function OnDisconnectedFromServer (info : NetworkDisconnection) {
if (info == NetworkDisconnection.LostConnection)
Debug.Log("Lost connection to the server");
else
Debug.Log("Disconnected from the server");
var gos : GameObject[] = GameObject.FindGameObjectsWithTag("Player");
for(var go : GameObject in gos) {
Destroy(go);
}
}
function OnFailedToConnect (error : NetworkConnectionError) {
Debug.Log("Failed to connect to Server: " + error);
}
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共用腳本 PlayerInfo(Unity js):
#pragma strict
var playerPrefab : GameObject;
------------------------------------------------------
執行結果:
Server:
Client 01
Client 02
專案下載: http://pan.baidu.com/s/1mg3Otny
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