public static void SendMessage(UnityChoseKun.MessageID id) { var memory = new MemoryStream(); var writer = new BinaryWriter(memory); try { writer.Write((int)id); var bytes = memory.ToArray(); EditorConnection.instance.Send(UnityChoseKun.kMsgSendEditorToPlayer, bytes); } finally { writer.Close(); memory.Close(); } }
/// <summary> /// PlayerからEditorへの送信 /// </summary> /// <typeparam name="T"></typeparam> /// <param name="id"></param> /// <param name="obj"></param> public static void SendMessage <T>(UnityChoseKun.MessageID id, T obj) where T : ISerializerKun { //UnityChoseKun.Log("UnityChoseKunPlayer.SendMessage<T>("+ id + ",obj)" ); MemoryStream memoryStream = new MemoryStream(); BinaryWriter binaryWriter = new BinaryWriter(memoryStream); try { binaryWriter.Write((int)id); obj.Serialize(binaryWriter); byte[] bytes = memoryStream.ToArray(); PlayerConnection.instance.Send(UnityChoseKun.kMsgSendPlayerToEditor, bytes); } finally { binaryWriter.Close(); memoryStream.Close(); } }
public static void SendMessage <T>(UnityChoseKun.MessageID id, T obj) where T : ISerializerKun { var memory = new MemoryStream(); var writer = new BinaryWriter(memory); try { writer.Write((int)id); if (obj != null) { obj.Serialize(writer); } var bytes = memory.ToArray(); EditorConnection.instance.Send(UnityChoseKun.kMsgSendEditorToPlayer, bytes); } finally { writer.Close(); memory.Close(); } }
public AssetPlayer(UnityChoseKun.MessageID messageID) { m_messageID = messageID; }