using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; public class Client : MonoBehaviour { NetworkClient NetClient; private bool Running = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { if (NetClient.isConnected) { } } public void LaunchClient(string ip, int port) { if (Running) { return; } ConnectionConfig Config = new ConnectionConfig(); Config.AddChannel(QosType.ReliableSequenced); Config.AddChannel(QosType.UnreliableSequenced); NetworkServer.Configure(Config, 10); NetClient = new NetworkClient(); NetClient.Configure(Config, 10); Running = true; NetClient.RegisterHandler(MsgType.Connect, OnConnected); NetClient.RegisterHandler(MsgType.Disconnect, OnDisconnected); NetClient.RegisterHandler(MsgType.Error, OnError); NetClient.Connect(ip, port); Debug.Log("Client launched!"); Term.Println("Client launched!"); } public void OnConnected(NetworkMessage msg) { Debug.Log("Connected!"); Term.Println("Connected!"); NetClient.Send(PktType.TestMessage, new TextMessage("Hai, I connected!")); } public void OnDisconnected(NetworkMessage msg) { Debug.Log("Disconnected!"); Term.Println("Disconnected!"); } public void OnError(NetworkMessage msg) { Debug.LogError("Encountered a network error. Shutting down."); Term.Println("Encountered a network error. Shutting down."); NetClient.Disconnect(); Running = false; } }