socket网络通信,手机和PC也可以

1。服务器

using UnityEngine;
using System.Collections;
//引入库  
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine.Video;
using UnityEngine.UI;

public class D_Server : MonoBehaviour {

    //以下默认都是私有的成员  
    Socket socket; //目标socket  
    EndPoint clientEnd; //客户端  
    IPEndPoint ipEnd; //侦听端口  
    string recvStr; //接收的字符串  
    string sendStr; //发送的字符串  
    byte[] recvData = new byte[1024]; //接收的数据,必须为字节  
    byte[] sendData = new byte[1024]; //发送的数据,必须为字节  
    int recvLen; //接收的数据长度  
    Thread connectThread; //连接线程  


    public Text text;
   

    //初始化  
    void InitSocket()
    {
        //定义侦听端口,侦听任何IP  
        ipEnd = new IPEndPoint(IPAddress.Any, 7788);
        //定义套接字类型,在主线程中定义  
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //服务端需要绑定ip  
        socket.Bind(ipEnd);
        //定义客户端  
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        clientEnd = (EndPoint)sender;
        print("waiting for UDP dgram");

        //开启一个线程连接,必须的,否则主线程卡死  
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    void SocketSend(string sendStr)
    {
        //清空发送缓存  
        sendData = new byte[1024];
        //数据类型转换  
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定客户端  
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, clientEnd);
    }

    //服务器接收  
    void SocketReceive()
    {
        //进入接收循环  
        while (true)
        {
            //对data清零  
            recvData = new byte[1024];
            //获取客户端,获取客户端数据,用引用给客户端赋值  
            recvLen = socket.ReceiveFrom(recvData, ref clientEnd);
            print("message from: " + clientEnd.ToString()); //打印客户端信息  
            //输出接收到的数据  
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            print(recvStr);
            //将接收到的数据经过处理再发送出去  
            sendStr = "From Server: " + recvStr;
            SocketSend(sendStr);
        }
    }

    //连接关闭  
    void SocketQuit()
    {
        //关闭线程  
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket  
        if (socket != null)
            socket.Close();
        print("disconnect");
    }

    // Use this for initialization  
    void Start()
    {
        InitSocket(); //在这里初始化server  
    }


    // Update is called once per frame  
    void Update()
    {
         this.text.text=recvStr;
    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }

     public   void ButClick()
    {
        SocketSend("hello");

    }
}
2.客户端
using System.Collections;
using System.Collections.Generic;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using UnityEngine;
using UnityEngine.UI;
public class D_Client : MonoBehaviour {

    string editString = "hello wolrd"; //编辑框文字  

    //以下默认都是私有的成员  
    Socket socket; //目标socket  
    EndPoint serverEnd; //服务端  
    IPEndPoint ipEnd; //服务端端口  
    string recvStr; //接收的字符串  
    string sendStr; //发送的字符串  
    byte[] recvData = new byte[1024]; //接收的数据,必须为字节  
    byte[] sendData = new byte[1024]; //发送的数据,必须为字节  
    int recvLen; //接收的数据长度  
    Thread connectThread; //连接线程  
    public Text text;

    //初始化  
    void InitSocket()
    {
        //定义连接的服务器ip和端口,可以是本机ip,局域网,互联网  192.168.0.3
        ipEnd = new IPEndPoint(IPAddress.Parse("192.168.1.108"), 7788);
        //定义套接字类型,在主线程中定义  
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        //定义服务端  
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        serverEnd = (EndPoint)sender;
        print("waiting for sending UDP dgram");

        //建立初始连接,这句非常重要,第一次连接初始化了serverEnd后面才能收到消息  
        SocketSend("hello");

        //开启一个线程连接,必须的,否则主线程卡死  
        connectThread = new Thread(new ThreadStart(SocketReceive));
        connectThread.Start();
    }

    void SocketSend(string sendStr)
    {
        //清空发送缓存  
        sendData = new byte[1024];
        //数据类型转换  
        sendData = Encoding.ASCII.GetBytes(sendStr);
        //发送给指定服务端  
        socket.SendTo(sendData, sendData.Length, SocketFlags.None, ipEnd);
    }

    //服务器接收  
    void SocketReceive()
    {
        //进入接收循环  
        while (true)
        {
            //对data清零  
            recvData = new byte[1024];
            //获取客户端,获取服务端端数据,用引用给服务端赋值,实际上服务端已经定义好并不需要赋值  
            recvLen = socket.ReceiveFrom(recvData, ref serverEnd);
            print("message from: " + serverEnd.ToString()); //打印服务端信息  
            //输出接收到的数据  
            recvStr = Encoding.ASCII.GetString(recvData, 0, recvLen);
            print(recvStr);
        }
    }

    //连接关闭  
    void SocketQuit()
    {
        //关闭线程  
        if (connectThread != null)
        {
            connectThread.Interrupt();
            connectThread.Abort();
        }
        //最后关闭socket  
        if (socket != null)
            socket.Close();
    }

    // Use this for initialization  
    void Start()
    {
        InitSocket(); //在这里初始化  
    }


    // Update is called once per frame  
    void Update()
    {
        this.text.text = recvStr;
    }

    void OnApplicationQuit()
    {
        SocketQuit();
    }


    public void OnOneClick()
    {
        SocketSend("123");
    }
}
 
 
 
 

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转载自www.cnblogs.com/wuwenbo/p/9356198.html