Unity之NetWork创建与连接服务器

  • Network.InitializeServer(int connettions,int Port,bool useNat):该函数用于初始化服务器。Connections是最大连接数, Port是服务器监听的端口号,useNat表明是否使用Nat穿透。返回枚举类型NetworkConnectionError。返回NetworkConnectionError.NoError时表示创建服务器成功,没有错误。
  • Network.Connect(string IP,int Port):该函数用于连接服务器。IP是所要连接的服务器的IP地址,Port是端口号。返回枚举类型NetworkConnectionError。返回NetworkConnetionError.NoError是表示连接服务器成功,没有错误。
  • Network.Disconnect():关闭所有开放的连接并关闭网络接口。
  • Network.connections:所有连接的玩家
  • OnPlayerConnected(NetworkPlayer player):当一个新玩家成功连接时在服务器调用 
  • OnPlayerDisconnected(NetworkPlayer player):当一个玩家从服务器上断开时在服务器端调用
  • OnConnectedToServer():当成功连接到服务器时,在客户端调用这个函数。 
  • OnDisconnectedFromServer(NetworkDisconnection msg):服务器上连接已经断开时,在客户端调用这个函数,但当连接已经被禁用,也会在服务器上调用。 
------------------------------------------功能实现--------------------------------------------

Unity之NetWork创建与连接服务器

using UnityEngine;
using UnityEngine.UI;
public class MyNetWork : MonoBehaviour
{
    private Text count;
    private Text info;
    private Button ConnectServer;
    private Text btnText_Connect;
    private Button CreateServer;
    private Text btnText_Create;

    private string ip = "192.168.0.118";
    private int port = 9001;
    private bool hasConnectServer;
    private bool hasCreateServer;

    void Start()
    {
        count = GameObject.Find("count").GetComponent();
        info = GameObject.Find("info").GetComponent();
        info.text = "";
        ConnectServer = GameObject.Find("connectBtn").GetComponent();
        btnText_Connect = ConnectServer.transform.Find("Text").GetComponent();
        CreateServer = GameObject.Find("createBtn").GetComponent();
        btnText_Create = CreateServer.transform.Find("Text").GetComponent();
        CreateServer.onClick.AddListener(delegate
        {
            if (!hasCreateServer)
            {
                NetworkConnectionError error = Network.InitializeServer(30, port, false);
                if (error == NetworkConnectionError.NoError)
                {
                    print("创建服务器成功");
                    hasCreateServer = true;
                    btnText_Create.text = "DestroyServer";
                }
            }
            else
            {
                Network.Disconnect();
                print("销毁服务器成功");
                hasCreateServer = false;
                btnText_Create.text = "CreateServer";
            }
        });
        ConnectServer.onClick.AddListener(delegate
        {
            if (!hasConnectServer)
            {
                NetworkConnectionError error = Network.Connect(ip, port);
                if (error == NetworkConnectionError.NoError)
                {
                    print("连接服务器成功");
                    hasConnectServer = true;
                    btnText_Connect.text = "DisConnect";
                }
            }
            else
            {
                Network.Disconnect();
                print("断开服务器成功");
                hasConnectServer = false;
                btnText_Connect.text = "ConnectServer";
            }
        });
    }
    private void OnPlayerConnected(NetworkPlayer player)//服务器端调用
    {
        count.text = Network.connections.Length.ToString();
        info.text = "玩家上线:\n玩家端口号:" + player.port + "\n玩家ID:" + player.ipAddress;
    }

    private void OnPlayerDisconnected(NetworkPlayer player)//服务器端调用
    {
        count.text = Network.connections.Length.ToString();
        info.text = "玩家下线:\n玩家端口号:" + player.port + "\n玩家ID:" + player.ipAddress;
    }

    private void OnConnectedToServer()//客户端调用
    {
        count.text = Network.connections.Length.ToString();
    }
    private void OnDisconnectedFromServer(NetworkDisconnection msg)
    {
        if (Network.isServer)//服务器端调用
        {
            info.text = "本地服务器断开连接";
            count.text = Network.connections.Length.ToString();
        }
        else
        {
            if (msg == NetworkDisconnection.LostConnection)//客户端调用
            {
                info.text = "Lost Connection from the server";
                count.text = Network.connections.Length.ToString();
            }
            else
            {
                info.text = "Disconnection from the server successfully ";
                count.text = Network.connections.Length.ToString();
            }
        }
    }
}
------------------------------------------发布运行--------------------------------------------

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器

Unity之NetWork创建与连接服务器