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(
"127.0.0.1"
, 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
;
}
}
}