public static void SendData(int dest, int cmd, Dictionary <string, string> param) { string msgindex = "Msg_"; msgindex += dest + "_"; msgindex += cmd; //System.Reflection.Assembly.Load("程序集名称").CreateInstance("命名空间.类名", false); //反射创建 Msg_2_2 msg = new Msg_2_2(); }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "连接测试")) { //Debug.Log("开始连接"); string ip = "120.25.155.188"; int port = 6000; XLogicWorld.SP.NetManager.ConnectServer(ip, port); } if (GUI.Button(new Rect(150, 10, 100, 50), "登陆")) { //登录请求 Debug.Log("登录请求"); Msg_2_2 msg = new Msg_2_2(); msg.aid = "kk"; //先写死角色名 msg.zoneId = 1; //先写死1 MessageStruct message = MessageStruct.SerializeData(2, 2, msg); XLogicWorld.SP.NetManager.SendDataToServer(message); } if (GUI.Button(new Rect(350, 10, 100, 50), "4_1命令")) { //登录请求 //UILogin.AddNew(); Msg_4_1 msg = new Msg_4_1(); msg.type = 1;//先写死角色名 msg.chatData = "卡死大家分开了 所带来房价"; MessageStruct message = MessageStruct.SerializeData(4, 1, msg); XLogicWorld.SP.NetManager.SendDataToServer(message); } if (GUI.Button(new Rect(500, 10, 100, 50), "100_1命令")) { Msg_100_1 msg = new Msg_100_1(); msg.type = 1;//先写死角色名 msg.chatData = "卡死大家分开了 所带来房价"; MessageStruct message = MessageStruct.SerializeData(100, 1, msg); XLogicWorld.SP.NetManager.SendDataToServer(message); } }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "连接测试")) { Debug.Log("开始连接"); string ip = "192.168.0.43"; int port = 6000; NetWorkManage s_NetWorkManage = NetWorkManage.getInstance(); s_NetWorkManage.setHostPort(ip, port); if (!s_NetWorkManage.Connect()) { Debug.Log("服务器连接失败,请检查网络!"); return; } } if (GUI.Button(new Rect(150, 10, 100, 50), "登陆")) { //登录请求 Debug.Log("登录请求"); Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 SendDataStruct data = new SendDataStruct(); data.cmd = 2; data.dest = 2; data.instance = msg; //NetWorkManage.SendData(2, 2, msg); NetWorkManage.SendData(data); } if (GUI.Button(new Rect(350, 10, 100, 50), "login")) { //登录请求 Debug.Log("login界面"); GameObject obj = UILayerManage.getInstance().CreateRoot("UILogin", "UILogin"); } if (GUI.Button(new Rect(500, 10, 100, 50), "抽象工厂模式")) { IProtocolFactory factory = new ProtocolFactory(); factory.createProtocolType1().DeserializeData(null); factory.createProtocolType2().DeserializeData(null); } }
public void preFireBnt(GameObject obj) { if ("netBnt" == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 NetWorkManage.SendData <Msg_2_2>(2, 2, msg); } else { UILayerManage.getInstance().RemoveLayer(gameObject); } }
public void preFireBnt(GameObject obj) { if (LOGINBTN0 == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 //NetWorkManage.SendData<Msg_2_2>(2, 2, msg); } else if (LOGINBTN1 == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIHeroUP", "UIHeroUP", false); } else if (LOGINBTN2 == obj.name) { Debug.Log("我我我"); } }