Esempio n. 1
0
    public void OnSendMsg(eNetworkMsg networkEvent)
    {
        JsonData data = new JsonData();

#if UNITY_EDITOR
        Debug.Log("NetworkManager OnSendMsg");
#endif
        switch (networkEvent)
        {
        case eNetworkMsg.NetworkLogin:
        {
            Debug.Log("Send Login");
            data["msgType"] = (int)eNetworkMsg.NetworkLogin;
        }
        break;

        case eNetworkMsg.NetworkLogout:
        {
            Debug.Log("Send Logout");
            data["msgType"] = (int)eNetworkMsg.NetworkLogout;
        }
        break;

        case eNetworkMsg.NetworkPlaying:
        {
            Debug.Log("Send Playing");
            data["msgType"] = (int)eNetworkMsg.NetworkPlaying;
            data["x"]       = (int)(owner.transform.position.x * 100) * 0.01;
            data["z"]       = (int)(owner.transform.position.z * 100) * 0.01;
            data["yAngle"]  = owner.ModelTransform.eulerAngles.y;
        }
        break;

        case eNetworkMsg.NetworkInitInfoReq:
        {
            Debug.Log("Send InitInfoReq");
            data["msgType"] = (int)eNetworkMsg.NetworkInitInfoReq;
        }
        break;

        case eNetworkMsg.NetworkInitInfoRes:
        {
            Debug.Log("Send InitInfoRes");
            data["msgType"] = (int)eNetworkMsg.NetworkInitInfoRes;
            //보내야될 데이터
        }
        break;

        default:
            break;
        }

        network.OnSendMsg(data);
    }
Esempio n. 2
0
    public void ProcessUserMsg()
    {
        if (msgMap.Keys.Count <= 0)
        {
            return;
        }

        var it = msgMap.Keys.GetEnumerator();

        while (it.MoveNext())
        {
            Queue <JsonData> queue = msgMap[it.Current];
            for (int j = 0; j < queue.Count; j++)
            {
                JsonData msg = queue.Dequeue();

                eNetworkMsg msgType = (eNetworkMsg)int.Parse(msg["msgType"].ToString());

                switch (msgType)
                {
                case eNetworkMsg.NetworkLogin:
                {
#if UNITY_EDITOR
                    Debug.Log("Receive Login");
#endif
                    EnemyCtrl enemy = Instantiate(enemyPrefab, new Vector3(-200f, 0f, 0f), Quaternion.identity).GetComponent <EnemyCtrl>();
                    enemyList.Add(enemy);
                    enemy.MacAddress = it.Current;

                    if (network.mlistUserMacAddress.Count == 1)
                    {
                        break;
                    }

                    OnSendMsg(eNetworkMsg.NetworkInitInfoReq);
                }
                break;

                case eNetworkMsg.NetworkLogout:
                {
#if UNITY_EDITOR
                    Debug.Log("Receive Logout");
#endif
                    for (int i = 0; i < enemyList.Count; i++)
                    {
                        if (it.Current == enemyList[i].MacAddress)
                        {
                            EnemyCtrl enemy = enemyList[i];
                            enemyList.RemoveAt(i);
                            Destroy(enemy.gameObject);
                            break;
                        }
                    }

                    msgMap[it.Current].Clear();
                    msgMap[it.Current] = null;
                    msgMap.Remove(it.Current);
                    it = msgMap.Keys.GetEnumerator();
                }
                break;

                case eNetworkMsg.NetworkPlaying:
                {
                    EnemyCtrl enemy = null;
#if UNITY_EDITOR
                    Debug.Log("Receive Playing");
#endif
                    for (int i = 0; i < enemyList.Count; i++)
                    {
                        if (it.Current == enemyList[i].MacAddress)
                        {
                            enemy = enemyList[i];
                            //enemy.transform.position = new Vector3(float.Parse(msg["x"].ToString()), 0f, float.Parse(msg["z"].ToString()));
                            float x      = float.Parse(msg["x"].ToString());
                            float z      = float.Parse(msg["z"].ToString());
                            float yAngle = float.Parse(msg["yAngle"].ToString());
                            enemy.EnqueuePosAndRot(x, z, yAngle);

                            break;
                        }
                    }
                }
                break;

                case eNetworkMsg.NetworkInitInfoReq:
                {
#if UNITY_EDITOR
                    Debug.Log("Receive InitInfoReq");
#endif
                    OnSendMsg(eNetworkMsg.NetworkInitInfoRes);
                }
                break;

                case eNetworkMsg.NetworkInitInfoRes:
                {
                    if (isReceiveInitData == true)
                    {
                        break;
                    }
                    isReceiveInitData = true;

#if UNITY_EDITOR
                    Debug.Log("Receive InitInfoRes");
#endif
                }
                break;

                default:
                    break;
                }
            }
        }
    }