Beispiel #1
0
    // Update is called once per frame
    void Update()
    {
        if (m_bReady)
        {
            LanSocket.MsgUnPack msg = null;
            m_GameNet.GetMsg(ref msg);
            if (null != msg)
            {
                print("here have one msg on client");
            }

            if (Input.GetKeyUp(KeyCode.Space))
            {
                LanSocket.MsgPack sendMsg = new LanSocket.MsgPack();
                sendMsg.SetHead((int)NetMsgID.C2S_SELECT_ANIMAL);
                sendMsg.Pack16bit(1);
                sendMsg.PackEnd();
                m_GameNet.Send(ref sendMsg);
                print("send 1");
            }
        }
        else
        {
            m_GameServerIP = m_Reciver.GetIP();
            if ("".Equals(m_GameServerIP))
            {
                m_BroadTime -= Time.deltaTime;
                if (m_BroadTime - Time.deltaTime < 0.0f)
                {
                    m_BroadTime = 5.0f;
                    m_Sender.Send();
                }
            }
            else
            {
                print("get broadcast ip:" + m_GameServerIP);
                GameStart();
            }
        }
    }
Beispiel #2
0
 public void GetMsg(ref MsgUnPack msg)
 {
     if (!m_HasInit)
     {
         return;
     }
     try
     {
         Lock();
         if (0 != m_MsgNum)
         {
             ushort datalen = System.BitConverter.ToUInt16(m_AllData, m_AllDataHead);
             msg            = new MsgUnPack(m_AllData, (ushort)m_AllDataHead, (ushort)datalen);
             m_AllDataHead += datalen;
             --m_MsgNum;
         }
     }
     finally
     {
         UnLock();
     }
 }
Beispiel #3
0
 void Action_S2C_SEND_ANIMAL_DATA(LanSocket.MsgUnPack msg)
 {
 }