Test de communication de paquets entre un client et un serveur
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ClientHandle.cs 1.8KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.IO.Pipes;
  4. using System.Net;
  5. using UnityEngine;
  6. public class ClientHandle : MonoBehaviour
  7. {
  8. public static void Welcome(Packet _packet)
  9. {
  10. string _msg = _packet.ReadString();
  11. int _myId = _packet.ReadInt();
  12. Debug.Log($"Message from the server: {_msg}");
  13. Client.instance.myId = _myId;
  14. ClientSend.WelcomeReceived();
  15. Client.instance.udp.Connect(((IPEndPoint) Client.instance.tcp.socket.Client.LocalEndPoint).Port);
  16. }
  17. public static void SpawnPlayer(Packet _packet)
  18. {
  19. int _id = _packet.ReadInt();
  20. string _username = _packet.ReadString();
  21. Vector3 _position = _packet.ReadVector3();
  22. Quaternion _rotation = _packet.ReadQuaternion();
  23. GameManager.instance.SpawnPlayer(_id, _username, _position, _rotation);
  24. }
  25. public static void PlayerPosition(Packet _packet)
  26. {
  27. int _id = _packet.ReadInt();
  28. Vector3 _position = _packet.ReadVector3();
  29. GameManager.players[_id].transform.position = _position;
  30. }
  31. public static void PlayerRotation(Packet _packet)
  32. {
  33. int _id = _packet.ReadInt();
  34. Quaternion _rotation = _packet.ReadQuaternion();
  35. GameManager.players[_id].transform.rotation = _rotation;
  36. }
  37. public static void PlayerDisconnected(Packet _packet)
  38. {
  39. int _id = _packet.ReadInt();
  40. Destroy(GameManager.players[_id].gameObject);
  41. GameManager.players.Remove(_id);
  42. }
  43. public static void PlayerHealth(Packet _packet)
  44. {
  45. int _id = _packet.ReadInt();
  46. float _health = _packet.ReadFloat();
  47. GameManager.players[_id].SetHealth(_health);
  48. }
  49. public static void PlayerRespawned(Packet _packet)
  50. {
  51. int _id = _packet.ReadInt();
  52. GameManager.players[_id].Respawn();
  53. }
  54. }