示例#1
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButton(0))
     {
         startTime = Time.time;
     }
     ASName = SceneManager.GetActiveScene().name;
     //没有处在第一场景并且10秒之内没有反应
     if (ASName != "FirstScene" && ((Time.time - startTime) > 10.0f))
     {
         //如果提交之后
         if (NetworkData.isSubmit)
         {
             Debug.Log("TimeSceneControl" + "Update");
             //发送断开连接信号
             SocketConnect.getSocketInstance().SendInt(NetworkData.SENDDISCONNECT);
             SocketConnect.getSocketInstance().close();
             //结束展示
             NetworkData.isSubmit = false;
         }
         //卸载当前场景
         SceneManager.UnloadSceneAsync(SceneManager.GetActiveScene());
         //加载第一场景
         SceneManager.LoadScene("FirstScene");
     }
 }
示例#2
0
 private void OnApplicationQuit()
 {
     Debug.Log("退出程序连接");
     //程序退出时关闭连接
     if (SocketConnect.getSocketInstance() != null)
     {
         Debug.Log("OnApplicationQuit");
         SocketConnect.getSocketInstance().close();
     }
 }
示例#3
0
 void RotateModel(float moveX, float moveY)
 {
     moveX /= 5.0f; Move_Y /= 10.0f;
     up     = model.worldToLocalMatrix * model.up;
     right  = model.worldToLocalMatrix * model.right;
     model.Rotate(up, -moveX, Space.World);
     model.Rotate(right, moveY, Space.World);
     if (NetworkData.isSubmit)
     {
         Debug.Log("RotateModel");
         //发送数据
         SocketConnect.getSocketInstance().SendInt(NetworkData.SENDROTATION);
         SocketConnect.getSocketInstance().SendFloat(model.eulerAngles.x);
         SocketConnect.getSocketInstance().SendFloat(model.eulerAngles.y);
         SocketConnect.getSocketInstance().SendFloat(model.eulerAngles.z);
     }
 }
示例#4
0
    //点击提交事件
    void OnSubmitClick(GameObject go)
    {
        Debug.Log("点击提交");

        if (flag)   //协程已经启动
        {
            Debug.Log(" submit coroutine   return ");
            return;
        }
        Debug.Log("=========Connect============");
        //获得连接实例
        sc = SocketConnect.getSocketInstance();
        //这是提交信号为true
        NetworkData.isSubmit = true;
        //发送请求链接信号
        sc.SendInt(NetworkData.SENDCONNECT);
        flag = true;
        StartCoroutine(WaitSign());
    }