《Photon》

搭建客户端:

using UnityEngine;
using System.Collections;
using ExitGames.Client.Photon;

public class GameClinet : MonoBehaviour,IPhotonPeerListener {
PhotonPeer peer;
// Use this for initialization
void Start ()
{
peer = new PhotonPeer(this, ConnectionProtocol.Udp);
peer.Connect("127.0.0.1:5055", "Lite");
}

// Update is called once per frame
void Update () {
peer.Service();
}

public void DebugReturn(DebugLevel level, string message)
{
throw new System.NotImplementedException();
}

public void OnEvent(EventData eventData)
{
throw new System.NotImplementedException();
}

public void OnOperationResponse(OperationResponse operationResponse)
{
throw new System.NotImplementedException();
}

public void OnStatusChanged(StatusCode statusCode)
{
switch(statusCode)
{
case StatusCode.Connect:
Debug.Log("连接成功");
break;
case StatusCode.Disconnect:
Debug.Log("关闭连接");
break;
case StatusCode.ExceptionOnConnect:
Debug.Log("连接异常");
break;

}
}
}

photon客户端的脚本编写

发送消息到服务器:

  :如何实现发送消息函数SendMessage;

  : 如何调用photon服务函数Service;

首先实现的过程是客户端向服务器发送请求然后服务其作出反馈到客户端;

  编写一个sendmessage函数:

void SendMessage()

{

  //调用peer.OpCustom();函数实现从客户端发送消息到服务器

  Dictionary<byte,object> para = new Dictionary<byte,object>();

  para [LiteOpKey.GameId] = 1;

  peer.OpCustom(LiteOpKey.para,true);

}

原文地址:https://www.cnblogs.com/ylllove/p/6088376.html