public virtual void Run(string serverIp, int serverPort, RemoteClientConnectServerSuccessCallback successCallback, RemoteClientConnectServerFailCallback failCallback) { m_remoteClient = new RemoteClient(this, serverIp, serverPort); if (m_remoteClient != null) { m_remoteClient.ConnectServerSuccessCallback = successCallback; m_remoteClient.ConnectServerFailCallback = failCallback; m_remoteClient.Connect(); StartCoroutine(UpdateInMainThread4PacketQueue()); } }
//重连服务器 public virtual void ReLink(string serverIp, int serverPort, RemoteClientConnectServerSuccessCallback successCallback, RemoteClientConnectServerFailCallback failCallback) { Stop(); Run(serverIp, serverPort, successCallback, failCallback); }
public virtual void Run(RemoteClientConnectServerSuccessCallback successCallback, RemoteClientConnectServerFailCallback failCallback) { }
//重连服务器 public virtual void ReLink(RemoteClientConnectServerSuccessCallback successCallback, RemoteClientConnectServerFailCallback failCallback) { Stop(); Run(successCallback, failCallback); }
public override void Run(RemoteClientConnectServerSuccessCallback successCallback, RemoteClientConnectServerFailCallback failCallback) { Run(SingletonMgr.GameGlobalInfo.ServerInfo.CctvServerIpAddress, SingletonMgr.GameGlobalInfo.ServerInfo.CctvServerPort, successCallback, failCallback); }