🏆 个人愚见,没事写写笔记
🏆《博客内容》:Unity3D开发内容
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🔎目标:服务器和客户端可以实时的传输信息
☀️实现目标:
使用的websocket插件:NativeWebSocket
客户端代码:
using NativeWebSocket; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR; using WebSocketState = NativeWebSocket.WebSocketState;public class WebSocketClient : MonoBehaviour {private WebSocket _webSocket;public string webSocketServerURL = "ws://10.2.17.23:28080";private void Awake(){_webSocket = new WebSocket(webSocketServerURL);}private void Start(){_webSocket.OnOpen += _OnOpen;//连接成功时_webSocket.OnClose += _OnClose;//连接关闭_webSocket.OnError += _OnError;//连接出错_webSocket.OnMessage += _OnMessage;//从服务器发来的消息OnConnectServer();//开始连接服务器}private async void OnApplicationQuit(){await _webSocket.Close();}private void Update(){ #if !UNITY_WEBGL || UNITY_EDITOR_webSocket.DispatchMessageQueue(); #endifif (Input.GetKeyDown(KeyCode.S)){SendMessageToServer();}}public async void OnConnectServer(){await _webSocket.Connect();}public async void SendMessageToServer(){if (_webSocket.State == WebSocketState.Open){await _webSocket.Send(new byte[] { 10, 20, 30 });//发送一条字节数据await _webSocket.SendText("发送一条string数据");}}#region WebSocket 回调事件private void _OnOpen(){Debug.Log("连接成功");}private void _OnClose(WebSocketCloseCode closeCode){Debug.Log("连接关闭");}private void _OnError(string errorMsg){Debug.LogError("出错原因:" + errorMsg);}private void _OnMessage(byte[] dataBytes){var message = System.Text.Encoding.UTF8.GetString(dataBytes);Debug.Log("接收到的消息: (" + dataBytes.Length + " bytes) " + message);}#endregion }