1.新建个unity的项目ChatClient
2.在unity的Main Camera下挂载个脚本PhotonServerEngine做为与服务器端通信的脚本
3.在PhotonServerEngine脚本中添加引用Photon3Unity3D.dll
路径:C:\Program Files\Photon Server\lib
Photon3DotNet.dll //普通的客户端程序
Photon3Unity3D.dll //unity的客户端程序
4.在PhotonServerEngine下编写具体的代码
using UnityEngine;
using System.Collections;
using ExitGames.Client.Photon;
using System;
using System.Collections.Generic;
//让当前类继承IPhotonPeerListener,用于接收服务器的信息
public class PhotonServerEngine : MonoBehaviour, IPhotonPeerListener
{
private PhotonPeer peer;
private bool bConnet = false;
void Start()
{
//实例化一个PhotonPeer,把当前类当成接收对象,使用TCP协议
peer = new PhotonPeer(this, ConnectionProtocol.Tcp);
//连接本地服务器 IP:127.0.0.1 TCP端口号:4530
//通过PhotonServer.config文件,查找TCPListeners获取TCP端口号
peer.Connect("127.0.0.1:4530", "ChatServer");
}
void Update()
{
//当每一帧时调用Service检查消息队列中的请求,并且发送请求
peer.Service();
}
void OnGUI()
{
if (bConnet)
{
if (GUILayout.Button("Send Operation"))
{
//与服务器端进行通信,发起请求
Dictionary<byte, object> dict = new Dictionary<byte, object>();
dict.Add(1, "UserName");
dict.Add(2, "UserPassWord");
peer.OpCustom(1, dict, true);
}
}
}
//当返回调试信息时被调用
public void DebugReturn(DebugLevel level, string message)
{
}
//当有新消息事件时被调用
public void OnEvent(EventData eventData)
{
}
//当服务器端响应时被调用
public void OnOperationResponse(OperationResponse operationResponse)
{
//接收服务器返回的数据
object ob_1 = null;
object ob_2 = null;
operationResponse.Parameters.TryGetValue(1, out ob_1);
operationResponse.Parameters.TryGetValue(2, out ob_2);
Debug.Log("UserName = " + ob_1.ToString() +"|" + "PassWord = " + ob_2.ToString());
}
//当状态改变时调用
public void OnStatusChanged(StatusCode statusCode)
{
switch(statusCode)
{
case StatusCode.Connect:
bConnet = true;
Debug.Log("connect Succes");
break;
}
}
}
5.必须保证Server应用己启动,未启动的话先运行PhotonControl.exe,选择default->start as appliaction, 如果正常显示蓝色图标,出现异常显示灰色图标.
6.最后运行unity, start方法被调用连接本地服务器端的TCP端口,点击GUI按钮,发起请求.
原文地址:https://www.cnblogs.com/fzxiaoyi/p/8440013.html