public RegisterHandler ( short msgType, NetworkMessageDelegate handler ) : void | ||
msgType | short | The message ID to register. |
handler | NetworkMessageDelegate | The handler function to register. |
리턴 | void |
// ------------------------------------------------ // Client functions // ------------------------------------------------ #if UNITY_IOS || UNITY_ANDROID override public void OnClientConnect (NetworkConnection conn) { netDiscovery.shouldConnect = false; base.OnClientConnect (conn); print ("CLIENT: connected to " + conn.address); conn.RegisterHandler (MsgCode, OnMessageReceived); }
// ----------------- Client callbacks ------------------ public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); infoPanel.gameObject.SetActive(false); conn.RegisterHandler(MsgKicked, KickedMessageHandler); if (!NetworkServer.active) {//only to do on pure client (not self hosting client) ChangeTo(lobbyPanel); backDelegate = StopClientClbk; SetServerInfo("Client", networkAddress); } }
public override void OnClientConnect(NetworkConnection conn) { base.OnClientConnect(conn); conn.RegisterHandler(GameStateMsg.type, GameStateResponse); conn.RegisterHandler((short)MsgTypes.PrepTimeStart, StartPrepTimer); conn.RegisterHandler((short)MsgTypes.RoundStart, StartRoundTimer); Debug.Log("Client Connected " + localPlayerName); clManager.enabled = false; StringMessage msg = new StringMessage(); msg.value = localPlayerName; ClientScene.AddPlayer(conn, 0, msg); canvas.SetActive(true); }
// =========================================================================== // ========================= UTILITY FUNCTIONS ========================= // =========================================================================== void registerAllCallbacks ( NetworkConnection nc, NetworkMessageDelegate nmd ) { foreach (Message.ID MsgId in System.Enum.GetValues(typeof(Message.ID))) // Register all the callbacks nc.RegisterHandler((short)MsgId, nmd); }