//开始游戏 void StartGaming() { state = BallGameState.gaming; GameObject obj = Network.Instantiate(prefab_ball, new Vector3(0, 1, 0), Quaternion.identity, 0) as GameObject; myBall = obj.GetComponent <Rigidbody>(); }
//游戏状态逻辑 void OnGaming() { //控制自己的球体 float x = Input.GetAxis("Horizontal"); float y = Input.GetAxis("Vertical"); myBall.AddForce(new Vector3(x, 0, y)); //出界则失败 if (myBall.transform.position.y < -5) { Network.Destroy(myBall.GetComponent <NetworkView>().viewID); state = BallGameState.lose; } }
//大厅逻辑状态 void OnLobby() { if (GUILayout.Button("建立服务器")) { NetworkConnectionError error = Network.InitializeServer(10, Port, false); if (error == NetworkConnectionError.NoError) { state = BallGameState.idle; } } GUILayout.Label("============================================================="); GUILayout.BeginHorizontal(); GUILayout.Label("服务器IP地址:"); IP = GUILayout.TextField(IP); GUILayout.EndHorizontal(); if (GUILayout.Button("连接服务器")) { NetworkConnectionError error = Network.Connect(IP, Port); if (error == NetworkConnectionError.NoError) { state = BallGameState.idle; } } }