// Update is called once per frame void Update() { if (!m_Destroy) { LanSocket.ClientMsgUnPack clientMsg = null; m_GameNet.GetMsg(ref clientMsg); if (null != clientMsg) { //print("Msg:" + clientMsg.GetMsgID() + " from: " + clientMsg.GetUserID()); EventNode mNode = new EventNode(); mNode.m_EventID = clientMsg.GetMsgID(); mNode.msg = clientMsg; MonoBehaviour.print("Update EventID " + mNode.m_EventID + " ID: " + clientMsg.GetMsgID()); m_ClientMsg.AddEvent(mNode); } if (!"".Equals(m_Reciver.GetIP())) { m_Sender.Send(); } m_ClientMsg.Proccess(); } }
// 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(); } } }