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C# NetworkConnection.Send方法代码示例

本文整理汇总了C#中NetworkConnection.Send方法的典型用法代码示例。如果您正苦于以下问题:C# NetworkConnection.Send方法的具体用法?C# NetworkConnection.Send怎么用?C# NetworkConnection.Send使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在NetworkConnection的用法示例。


在下文中一共展示了NetworkConnection.Send方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnGetTitleData

 private void OnGetTitleData(NetworkConnection connection, GetTitleDataResult result)
 {
     //Do something cool with title data and Return back to the client.
     var output = string.Format("Recieved {0} Title Data Keys", result.Data.Keys.Count);
     Logger.Dispatch(LoggerTypes.Info, output);
     connection.Send(1002, new StringMessage()
     {
         value = string.Format(output)
     });
 }
开发者ID:PlayFab,项目名称:PlayFabGameServer,代码行数:10,代码来源:MsgReceiverExampleMediator.cs

示例2: OnServerAddPlayer

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        // check MaxPlayersPerConnection
        int numPlayersForConnection = 0;
        foreach (var player in conn.playerControllers)
        {
            if (player.IsValid)
                numPlayersForConnection += 1;
        }

        if (numPlayersForConnection >= maxPlayersPerConnection)
        {
            if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no more players for this connection."); }

            var errorMsg = new EmptyMessage();
            conn.Send(MsgType.LobbyAddPlayerFailed, errorMsg);
            return;
        }

        byte slot = FindSlot();
        if (slot == Byte.MaxValue)
        {
            if (LogFilter.logWarn) { Debug.LogWarning("NetworkLobbyManager no space for more players"); }

            var errorMsg = new EmptyMessage();
            conn.Send(MsgType.LobbyAddPlayerFailed, errorMsg);
            return;
        }

        var newLobbyGameObject = OnLobbyServerCreateLobbyPlayer(conn, playerControllerId);
        if (newLobbyGameObject == null)
        {
            newLobbyGameObject = (GameObject)Instantiate(playerPrefab.gameObject, Vector3.zero, Quaternion.identity);
        }

        var newLobbyPlayer = newLobbyGameObject.GetComponent<CaptainsMessPlayer>();
        newLobbyPlayer.slot = slot;
        lobbySlots[slot] = newLobbyPlayer;

        NetworkServer.AddPlayerForConnection(conn, newLobbyGameObject, playerControllerId);
    }
开发者ID:hengineer,项目名称:CaptainsMess,代码行数:41,代码来源:CaptainsMessLobbyManager.cs

示例3: OnServerAddPlayer

    public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
    {
        //UIConsole.Log ("OnServerAddPlayer " + Application.loadedLevelName);
        if (CheckIfLobbyScene ())
        {
            base.OnServerAddPlayer (conn, playerControllerId);
            if(_lobbyInfo!=null)
                NetworkServer.Destroy(_lobbyInfo.gameObject);

            _lobbyInfo = ((GameObject)Instantiate(lobbyInfoPrefab)).GetComponent<LobbyPlayerInfo>();
            NetworkServer.Spawn(_lobbyInfo.gameObject);
        }
        else
        {
            int num = 0;
            foreach (PlayerController current in conn.playerControllers)
            {
                if (current.IsValid)
                {
                    num++;
                }
            }
            if (num > this.maxPlayersPerConnection)
            {
                UnityEngine.Networking.NetworkSystem.EmptyMessage msg = new UnityEngine.Networking.NetworkSystem.EmptyMessage ();
                conn.Send (45, msg);
                return;
            }

            if(resetSpawnPointsOnSceneChange)
            {
                GameObject.Find("RespawnManager").GetComponent<RespawnPointsManager>().SetupInitialSpawnPoints();
                resetSpawnPointsOnSceneChange = false;
            }

            Vector3 spawnPos = GameObject.Find("RespawnManager").GetComponent<RespawnPointsManager>().GetInitialSpawnPoint();
            //UIConsole.Log());
            GameObject player = (GameObject)Object.Instantiate(onlinePlayerPrefab,spawnPos,Quaternion.identity);
            NetworkServer.AddPlayerForConnection(conn,player,playerControllerId);
                //UIConsole.Log("FAILED TO ADD PLAYER");

        }
    }
开发者ID:Ohmu93,项目名称:PirateShipsProject,代码行数:43,代码来源:CustomNetManager.cs

示例4: OnServerConnect

 public override void OnServerConnect(NetworkConnection conn)
 {
     conn.Send(MyMsgType.UpdateSeed, new StringMessage(GameController.seed));
     base.OnServerConnect(conn);
 }
开发者ID:cjcurrie,项目名称:Pillars,代码行数:5,代码来源:NetworkController.cs

示例5: KickPlayer

 public void KickPlayer(NetworkConnection conn)
 {
     conn.Send(MsgKicked, new KickMsg());
 }
开发者ID:jakecoffman,项目名称:tanks-unity,代码行数:4,代码来源:LobbyManager.cs


注:本文中的NetworkConnection.Send方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。