书接上文,有了一个基本的网络同步消息的服务器,客户端这边其实要做的工作就简单许多。
如果对位置信息的保密程度没那么高的话,可以放在客户端处理这部分的逻辑。
即一个客户端移动的时候,另一个客户端跟着移动,基本代码如下:
using Coldairarrow.Util.Sockets;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MyClient : MonoBehaviour
{private SocketClient client;public Transform obj;//public Transform obj2;//public string test = "hellow222";private MoveObj mo = new MoveObj();public string str = "";// Start is called before the first frame updatevoid Start(){client = new SocketClient();client.StartClient();//client.Send(test);client.HandleRecMsg = new Action<string, SocketClient>((_str, _client) =>{Debug.Log(_str);str = _str;//var _s = JsonUtility.FromJson<MoveObj>(_str);//obj.transform.position = _s.p;//obj.transform.rotation = Quaternion.Euler(_s.r);});mo.name = obj.name;}// Update is called once per framevoid Update(){if (Input.GetKeyDown(KeyCode.A)){obj.transform.Translate(Vector3.forward * 0.3f);mo.p = obj.transform.position;mo.r = obj.transform.rotation.eulerAngles;client.Send(JsonUtility.ToJson(mo));}if (!string.IsNullOrEmpty(str)){var _s = JsonUtility.FromJson<MoveObj>(str);obj.transform.position = _s.p;obj.transform.rotation = Quaternion.Euler(_s.r);}}
}[Serializable]
public class MoveObj
{public Vector3 p;public Vector3 r;public string name;
}
测试结果: