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C# NetworkConnection.Send方法代码示例

本文整理汇总了C#中UnityEngine.Networking.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UnityEngine.Networking.NetworkConnection的用法示例。


在下文中一共展示了NetworkConnection.Send方法的15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: RemoveClientAuthority

 public bool RemoveClientAuthority(NetworkConnection conn)
 {
     if (!this.isServer)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("RemoveClientAuthority can only be call on the server for spawned objects.");
         }
         return false;
     }
     if (this.connectionToClient != null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("RemoveClientAuthority cannot remove authority for a player object");
         }
         return false;
     }
     if (this.m_ClientAuthorityOwner == null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("RemoveClientAuthority for " + base.gameObject + " has no clientAuthority owner.");
         }
         return false;
     }
     if (this.m_ClientAuthorityOwner != conn)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("RemoveClientAuthority for " + base.gameObject + " has different owner.");
         }
         return false;
     }
     this.m_ClientAuthorityOwner.RemoveOwnedObject(this);
     this.m_ClientAuthorityOwner = null;
     ClientAuthorityMessage msg = new ClientAuthorityMessage {
         netId = this.netId,
         authority = false
     };
     conn.Send(15, msg);
     return true;
 }
开发者ID:randomize,项目名称:VimConfig,代码行数:43,代码来源:NetworkIdentity.cs

示例2: Ready

 /// <summary>
 ///   <para>Signal that the client connection is ready to enter the game.</para>
 /// </summary>
 /// <param name="conn">The client connection which is ready.</param>
 public static bool Ready(NetworkConnection conn)
 {
   if (ClientScene.s_IsReady)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "A connection has already been set as ready. There can only be one.");
     return false;
   }
   if (LogFilter.logDebug)
     Debug.Log((object) ("ClientScene::Ready() called with connection [" + (object) conn + "]"));
   if (conn != null)
   {
     ReadyMessage readyMessage = new ReadyMessage();
     conn.Send((short) 35, (MessageBase) readyMessage);
     ClientScene.s_IsReady = true;
     ClientScene.s_ReadyConnection = conn;
     ClientScene.s_ReadyConnection.isReady = true;
     return true;
   }
   if (LogFilter.logError)
     Debug.LogError((object) "Ready() called with invalid connection object: conn=null");
   return false;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:27,代码来源:ClientScene.cs

示例3: OnServerAddPlayer

        private void OnServerAddPlayer(NetworkConnection conn, short player_controller_id)
        {
            PlayerData pd = new PlayerData();
            pd.ip = conn.address;
            pd.ping = 0;
            pd.ready = false;
            pd.network_connection = conn;
            pd.player_controller_id = player_controller_id;

            _player_data.Add(conn.connectionId, pd);

            conn.Send(MessageIDs.PlayerInfoRequest, new IntegerMessage(conn.connectionId));
        }
开发者ID:FreezeDriedGames,项目名称:Avocation,代码行数:13,代码来源:PlayerManager.cs

示例4: FinishPlayerForConnection

 private void FinishPlayerForConnection(NetworkConnection conn, NetworkIdentity uv, GameObject playerGameObject)
 {
     if (uv.netId.IsEmpty())
     NetworkServer.Spawn(playerGameObject);
       conn.Send((short) 4, (MessageBase) new OwnerMessage()
       {
     netId = uv.netId,
     playerControllerId = uv.playerControllerId
       });
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:10,代码来源:NetworkServer.cs

示例5: SendCRC

 private void SendCRC(NetworkConnection targetConnection)
 {
     if (NetworkCRC.singleton == null)
     return;
       CRCMessage crcMessage = new CRCMessage();
       List<CRCMessageEntry> list = new List<CRCMessageEntry>();
       using (Dictionary<string, int>.KeyCollection.Enumerator enumerator = NetworkCRC.singleton.scripts.Keys.GetEnumerator())
       {
     while (enumerator.MoveNext())
     {
       string current = enumerator.Current;
       list.Add(new CRCMessageEntry()
       {
     name = current,
     channel = (byte) NetworkCRC.singleton.scripts[current]
       });
     }
       }
       crcMessage.scripts = list.ToArray();
       targetConnection.Send((short) 14, (MessageBase) crcMessage);
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:21,代码来源:NetworkServer.cs

示例6: KickPlayer

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

示例7: HideForConnection

 internal static void HideForConnection(NetworkIdentity uv, NetworkConnection conn)
 {
     ObjectDestroyMessage msg = new ObjectDestroyMessage {
         netId = uv.netId
     };
     conn.Send(13, msg);
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:7,代码来源:NetworkServer.cs

示例8: HideForConnection

 internal static void HideForConnection(NetworkIdentity uv, NetworkConnection conn)
 {
     conn.Send((short) 13, (MessageBase) new ObjectDestroyMessage()
       {
     netId = uv.netId
       });
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:7,代码来源:NetworkServer.cs

示例9: InternalSetClientNotReady

 internal void InternalSetClientNotReady(NetworkConnection conn)
 {
     if (!conn.isReady)
     return;
       if (LogFilter.logDebug)
     Debug.Log((object) ("PlayerNotReady " + (object) conn));
       conn.isReady = false;
       conn.RemoveObservers();
       NotReadyMessage notReadyMessage = new NotReadyMessage();
       conn.Send((short) 36, (MessageBase) notReadyMessage);
 }
开发者ID:Kitabalef,项目名称:Unet-Decompiles,代码行数:11,代码来源:NetworkServer.cs

示例10: RemoveClientAuthority

 /// <summary>
 ///   <para>Removes ownership for an object for a client by its conneciton.</para>
 /// </summary>
 /// <param name="conn">The connection of the client to remove authority for.</param>
 /// <returns>
 ///   <para>True if authority is removed.</para>
 /// </returns>
 public bool RemoveClientAuthority(NetworkConnection conn)
 {
   if (!this.isServer)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "RemoveClientAuthority can only be call on the server for spawned objects.");
     return false;
   }
   if (this.connectionToClient != null)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "RemoveClientAuthority cannot remove authority for a player object");
     return false;
   }
   if (this.m_ClientAuthorityOwner == null)
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("RemoveClientAuthority for " + (object) this.gameObject + " has no clientAuthority owner."));
     return false;
   }
   if (this.m_ClientAuthorityOwner != conn)
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("RemoveClientAuthority for " + (object) this.gameObject + " has different owner."));
     return false;
   }
   this.m_ClientAuthorityOwner.RemoveOwnedObject(this);
   this.m_ClientAuthorityOwner = (NetworkConnection) null;
   this.ForceAuthority(true);
   conn.Send((short) 15, (MessageBase) new ClientAuthorityMessage()
   {
     netId = this.netId,
     authority = false
   });
   if (NetworkIdentity.clientAuthorityCallback != null)
     NetworkIdentity.clientAuthorityCallback(conn, this, false);
   return true;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:45,代码来源:NetworkIdentity.cs

示例11: Ready

 /// <summary>
 /// <para>Signal that the client connection is ready to enter the game.</para>
 /// </summary>
 /// <param name="conn">The client connection which is ready.</param>
 public static bool Ready(NetworkConnection conn)
 {
     if (s_IsReady)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("A connection has already been set as ready. There can only be one.");
         }
         return false;
     }
     if (LogFilter.logDebug)
     {
         Debug.Log("ClientScene::Ready() called with connection [" + conn + "]");
     }
     if (conn != null)
     {
         ReadyMessage msg = new ReadyMessage();
         conn.Send(0x23, msg);
         s_IsReady = true;
         s_ReadyConnection = conn;
         s_ReadyConnection.isReady = true;
         return true;
     }
     if (LogFilter.logError)
     {
         Debug.LogError("Ready() called with invalid connection object: conn=null");
     }
     return false;
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:33,代码来源:ClientScene.cs

示例12: AssignClientAuthority

 /// <summary>
 ///   <para>This assigns control of an object to a client via the client's NetworkConnection.</para>
 /// </summary>
 /// <param name="conn">The connection of the client to assign authority to.</param>
 /// <returns>
 ///   <para>True if authority was assigned.</para>
 /// </returns>
 public bool AssignClientAuthority(NetworkConnection conn)
 {
   if (!this.isServer)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "AssignClientAuthority can only be call on the server for spawned objects.");
     return false;
   }
   if (!this.localPlayerAuthority)
   {
     if (LogFilter.logError)
       Debug.LogError((object) "AssignClientAuthority can only be used for NetworkIdentity component with LocalPlayerAuthority set.");
     return false;
   }
   if (this.m_ClientAuthorityOwner != null && conn != this.m_ClientAuthorityOwner)
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("AssignClientAuthority for " + (object) this.gameObject + " already has an owner. Use RemoveClientAuthority() first."));
     return false;
   }
   if (conn == null)
   {
     if (LogFilter.logError)
       Debug.LogError((object) ("AssignClientAuthority for " + (object) this.gameObject + " owner cannot be null. Use RemoveClientAuthority() instead."));
     return false;
   }
   this.m_ClientAuthorityOwner = conn;
   this.m_ClientAuthorityOwner.AddOwnedObject(this);
   this.ForceAuthority(false);
   conn.Send((short) 15, (MessageBase) new ClientAuthorityMessage()
   {
     netId = this.netId,
     authority = true
   });
   if (NetworkIdentity.clientAuthorityCallback != null)
     NetworkIdentity.clientAuthorityCallback(conn, this, true);
   return true;
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:45,代码来源:NetworkIdentity.cs

示例13: OnServerAddPlayer

 public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
 {
   if (SceneManager.GetSceneAt(0).name != this.m_LobbyScene)
     return;
   int num = 0;
   using (List<PlayerController>.Enumerator enumerator = conn.playerControllers.GetEnumerator())
   {
     while (enumerator.MoveNext())
     {
       if (enumerator.Current.IsValid)
         ++num;
     }
   }
   if (num >= this.maxPlayersPerConnection)
   {
     if (LogFilter.logWarn)
       Debug.LogWarning((object) "NetworkLobbyManager no more players for this connection.");
     EmptyMessage emptyMessage = new EmptyMessage();
     conn.Send((short) 45, (MessageBase) emptyMessage);
   }
   else
   {
     byte slot = this.FindSlot();
     if ((int) slot == (int) byte.MaxValue)
     {
       if (LogFilter.logWarn)
         Debug.LogWarning((object) "NetworkLobbyManager no space for more players");
       EmptyMessage emptyMessage = new EmptyMessage();
       conn.Send((short) 45, (MessageBase) emptyMessage);
     }
     else
     {
       GameObject player = this.OnLobbyServerCreateLobbyPlayer(conn, playerControllerId);
       if ((Object) player == (Object) null)
         player = (GameObject) Object.Instantiate((Object) this.lobbyPlayerPrefab.gameObject, Vector3.zero, Quaternion.identity);
       NetworkLobbyPlayer component = player.GetComponent<NetworkLobbyPlayer>();
       component.slot = slot;
       this.lobbySlots[(int) slot] = component;
       NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
     }
   }
 }
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:42,代码来源:NetworkLobbyManager.cs

示例14: InternalSetClientNotReady

 internal void InternalSetClientNotReady(NetworkConnection conn)
 {
     if (conn.isReady)
     {
         if (LogFilter.logDebug)
         {
             Debug.Log("PlayerNotReady " + conn);
         }
         conn.isReady = false;
         conn.RemoveObservers();
         NotReadyMessage msg = new NotReadyMessage();
         conn.Send(0x24, msg);
     }
 }
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:14,代码来源:NetworkServer.cs

示例15: AssignClientAuthority

 public bool AssignClientAuthority(NetworkConnection conn)
 {
     if (!this.isServer)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("AssignClientAuthority can only be call on the server for spawned objects.");
         }
         return false;
     }
     if (!this.localPlayerAuthority)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("AssignClientAuthority can only be used for NetworkIdentity component with LocalPlayerAuthority set.");
         }
         return false;
     }
     if ((this.m_ClientAuthorityOwner != null) && (conn != this.m_ClientAuthorityOwner))
     {
         if (LogFilter.logError)
         {
             Debug.LogError("AssignClientAuthority for " + base.gameObject + " already has an owner. Use RemoveClientAuthority() first.");
         }
         return false;
     }
     if (conn == null)
     {
         if (LogFilter.logError)
         {
             Debug.LogError("AssignClientAuthority for " + base.gameObject + " owner cannot be null. Use RemoveClientAuthority() instead.");
         }
         return false;
     }
     this.m_ClientAuthorityOwner = conn;
     this.m_ClientAuthorityOwner.AddOwnedObject(this);
     ClientAuthorityMessage msg = new ClientAuthorityMessage {
         netId = this.netId,
         authority = true
     };
     conn.Send(15, msg);
     return true;
 }
开发者ID:randomize,项目名称:VimConfig,代码行数:43,代码来源:NetworkIdentity.cs


注:本文中的UnityEngine.Networking.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。