Ejemplo n.º 1
0
 public void Send(pb.ID id, Google.ProtocolBuffers.IMessage obj = null)
 {
     if (null != client && client.IsRunning() && Connected)
     {
         client.Send(PacketWraper.NewPacket(id, obj));
     }
     else
     {
         UnityEngine.Debug.LogError("client no connect");
     }
 }
Ejemplo n.º 2
0
 // Update is called once per frame
 void Update()
 {
     if (null != client && client.IsRunning() && Connected)
     {
         Delta += Time.unscaledDeltaTime;
         if (Delta > Heartbeat)
         {
             client.Send(PacketWraper.NewPacket(pb.ID.MSG_Heartbeat));
             Delta = 0;
         }
     }
 }
Ejemplo n.º 3
0
    public void JoinRoom()
    {
        var addr = Host.text.Split(':');

        Network.Instance.Connect(addr[0], int.Parse(addr[1]));


        var b = pb.C2S_ConnectMsg.CreateBuilder();

        b.SetBattleID(UInt64.Parse(Room.text));
        Game.Instance.Logic.Data.MyID = UInt64.Parse(ID.text);
        b.SetPlayerID(Game.Instance.Logic.Data.MyID);
        b.SetToken("");
        Network.Instance.client.Send(PacketWraper.NewPacket(pb.ID.MSG_Connect, b.Build()));
    }