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标题:
unity3d中实现聊天功能的C#代码_(转载)
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作者:
她。
时间:
2013-4-27 09:33
标题:
unity3d中实现聊天功能的C#代码_(转载)
unity3d中实现聊天功能的C#代码_教程
本文章忘记了出自哪里的了。所以作者就不要见怪了。
using UnityEngine;
using System.Collections;
public class Chat : MonoBehaviour {
bool usingChat = false;
bool showChat = false;
string inputField = "";
Vector2 scrollposition;
int width = 500;
int height = 200;
string playerName;
float lastUnfocusTime = 0;
Rect window;
ArrayList playerList = new ArrayList();
class PlayerNode
{
public string playerName;
public NetworkPlayer player;//NetworkPlayer是一个数据结构,保存着你可以从网络定位的另一位玩家的信息。比如,基于NetworkPlayer你可以向另外一个玩家发送消息。
}
ArrayList chatEntries=new ArrayList();
class ChatEntry
{
public string name="";
public string text="";
}
// Use this for initialization
void Start () {
window = new Rect(Screen.width / 2-width/2,Screen.height-height+5,width,height);
}
void OnConnectedToServer()
{
playerName = PlayerPrefs.GetString("playerName","");
if(playerName=="")
{
playerName = "RandomName"+Random.Range(1,999);
}
ShowChatWindow();
networkView.RPC("TellServerOurName",RPCMode.Server,playerName);//在所有连接端调用一个RPC函数。
addGameChatMessage(playerName+" hase just joined the chat!");
}
void OnServerInitialized()
{
playerName = PlayerPrefs.GetString("playerName","");
if(playerName=="")
{
playerName = "RandomName"+Random.Range(1,999);
}
ShowChatWindow();
PlayerNode newEntry =new PlayerNode();
newEntry.playerName = playerName;
newEntry.player = Network.player;
playerList.Add(newEntry);
addGameChatMessage(playerName+" hase just joined the chat!");
}
PlayerNode GetPlayerNode(NetworkPlayer netPlay)
{
foreach(PlayerNode entry in playerList)
{
if(entry.player==netPlay)
{
return entry;
}
}
Debug.LogError("GetPlayNode:Requested a playernode of non-existing player!");
return null;
}
void OnPlayerDisconnected(NetworkPlayer netPlayer)//当一个玩家从服务器上断开时在服务器端调用。
{
addGameChatMessage("A Player has discinnected");
playerList.Remove(GetPlayerNode(netPlayer));
}
void OnDisconnectedFromServer()
{
CloseChatWindow();
}
[RPC]
void TellServerOurName(string name,NetworkMessageInfo info)//NetworkMessageInfo 网络数据信息,刚从网络接收的数据的相关信息会被保存到这个结构中。它揭示了从哪里来(数据源),什么时间发送和什么网络视图发送;其中包括:数据源、发送时间、网络视图。http://3d.ceeger.com/Script/NetworkMessageInfo/NetworkMessageInfo.html
{
PlayerNode newEntry = new PlayerNode();
newEntry.playerName = playerName;
newEntry.player = Network.player;
playerList.Add(newEntry);
addGameChatMessage(playerName+" has just joined the chat!");
}
void CloseChatWindow()
{
showChat = false;
inputField = "";
chatEntries = new ArrayList();
}
void ShowChatWindow()
{
showChat = true;
inputField = "";
chatEntries = new ArrayList();
}
void OnGUI () {
if (!showChat) return;
if(Event.current.type==EventType.keyDown && Event.current.character=='\n' & inputField.Length<=0)
{
if(lastUnfocusTime + .25f < Time.time)
{
usingChat = true;
GUI.FocusWindow(5);
GUI.FocusControl("Chat input field");
}
}
window = GUI.Window(5,window,GlobalChatWindow,"");
}
void GlobalChatWindow(int id)
{
GUILayout.BeginVertical();
GUILayout.Space(10);
GUILayout.EndVertical();
scrollposition = GUILayout.BeginScrollView(scrollposition);
foreach(ChatEntry entry in chatEntries)
{
GUILayout.BeginHorizontal();
if (entry.name == " - ")
{
GUILayout.Label(entry.name + entry.text);
}
else
{
GUILayout.Label(entry.name+": "+entry.text);
}
GUILayout.EndHorizontal();
GUILayout.Space(2);
}
GUILayout.EndScrollView();
if(Event.current.type==EventType.keyDown && Event.current.character=='\n' & inputField.Length>0)
{
HitEnter(inputField);
}
GUI.SetNextControlName("Chat input field");
inputField = GUILayout.TextField(inputField);
if(Input.GetKeyDown("mouse 0"))
{
if(usingChat)
{
usingChat = false;
GUI.UnfocusWindow();
lastUnfocusTime = Time.time;
}
}
}
void HitEnter(string msg)
{
msg = msg.Replace('\n',' ');
networkView.RPC("ApplyGlobalChatText",RPCMode.All,playerName,msg);
}
[RPC]
void ApplyGlobalChatText(string name,string msg)
{
ChatEntry entry=new ChatEntry();
entry.name=name;
entry.text=msg;
chatEntries.Add(entry);
if(chatEntries.Count>4)
{
chatEntries.RemoveAt(0);
}
scrollposition.y=1000000;
inputField="";
}
void addGameChatMessage(string str)
{
ApplyGlobalChatText(" - ",str);
if(Network.connections.Length>0)
{
networkView.RPC("ApplyGlobalChatText",RPCMode.Others," - ",str);
}
}
}
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