unity webGL客戶端

經過網上多方實踐發現這個代碼是比較好的,源碼找不到了這是修改了一部分的多餘的你可以適當刪減

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BestHTTP;
using BestHTTP.WebSocket;
using System;
using BestHTTP.Examples;
using UnityEngine.UI;
using System.Text;
using LitJson;

public class WSMgr : MonoBehaviour
{
    public GameObject cube;
    public static Student[] Students;
    //public string url = "ws://localhost:8080/web1/websocket";
    private string url = "ws://192.168.2.249:8099";
    public InputField msg;
    public Text console;

    ReqData data = new ReqData();
    string jsonstring;
    bool isplayer=false;

    private WebSocket webSocket;

    private void Start()
    {
        init();
    }

    private void init()
    {
        webSocket = new WebSocket(new Uri(url));
        webSocket.OnOpen += OnOpen;
        webSocket.OnMessage += OnMessageReceived;
        webSocket.OnError += OnError;
        webSocket.OnClosed += OnClosed;
    }

    private void antiInit()
    {
        webSocket.OnOpen = null;
        webSocket.OnMessage = null;
        webSocket.OnError = null;
        webSocket.OnClosed = null;
        webSocket = null;
    }

    private void setConsoleMsg(string msg)
    {
        console.text = "Message: " + msg;
    }

    public void Connect()
    {
        webSocket.Open();
    }

    private byte[] getBytes(string message)
    {

        byte[] buffer = Encoding.Default.GetBytes(message);
        return buffer;
    }

    public void Send()
    {
           //實例化
        data.PlayerName = transform.name;    //賦值
        data.PlayerTR_x = transform.position.x;
        data.PlayerTR_y = transform.position.y;
        data.PlayerTR_z = transform.position.z;

        data.PlayerRT_x = transform.localEulerAngles.x;
        data.PlayerRT_y = transform.localEulerAngles.y;
        data.PlayerRT_z = transform.localEulerAngles.z;
        //將數據轉換爲json字符串
        jsonstring = JsonUtility.ToJson(data);
        //msg.text =transform.name+ Convert.ToString(transform.position);
        webSocket.Send(jsonstring);
    }

    public void Send(string str)
    {
        webSocket.Send(str);
    }

    public void Close()
    {
        webSocket.Close();
    }

    #region WebSocket Event Handlers

    /// <summary>
    /// 當Web套接字打開時調用,我們準備發送和接收數據
    /// </summary>
    void OnOpen(WebSocket ws)
    {
        Instantiate(Resources.Load("Cube"));
        Debug.Log("connected");
        setConsoleMsg("Connected");
        
    }

    /// <summary>
    /// 當我們從服務器收到文本消息時調用
    /// </summary>
    void OnMessageReceived(WebSocket ws, string message)
    {
        Debug.Log(message);
        //Debug.Log(jsonstring);
        JsonData jd = JsonMapper.ToObject(message);
        string PlayerName = (string)jd["PlayerName"];
        double PlayerTR_x = (double)jd["PlayerTR_x"];
        double PlayerTR_y = (double)jd["PlayerTR_y"];
        double PlayerTR_z = (double)jd["PlayerTR_z"];

        float PlayerTR__x = (float)PlayerTR_x;
        float PlayerTR__y = (float)PlayerTR_y;
        float PlayerTR__z = (float)PlayerTR_z;

        double PlayerRT_x = (double)jd["PlayerRT_x"];
        double PlayerRT_y = (double)jd["PlayerRT_y"];
        double PlayerRT_z = (double)jd["PlayerRT_z"];

        float PlayerRT__x = (float)PlayerRT_x;
        float PlayerRT__y = (float)PlayerRT_y;
        float PlayerRT__z = (float)PlayerRT_z;

        if (PlayerName != null&&!isplayer)
        {
            
            Instantiate(Resources.Load("Cube 1"));
            isplayer = true;
  
        }
        
            GameObject go = GameObject.Find("Cube 1(Clone)");
            Debug.Log(go.name);
        
        
        go.transform.position = new Vector3(PlayerTR__x, PlayerTR__y, PlayerTR__z);
        go.transform.localEulerAngles = new Vector3(PlayerRT__x, PlayerRT__y, PlayerRT__z);

        //cube.transform.position = new Vector3(PlayerTR__x, PlayerTR__y, PlayerTR__z);
        //cube.transform.localEulerAngles = new Vector3(PlayerRT__x, PlayerRT__y, PlayerRT__z);
        Debug.Log(PlayerTR__x + "tx-----------");
        //Debug.Log(PlayerTR__y + "ty-----------");
        //Debug.Log(PlayerTR__z + "tz-----------");
        //Debug.Log(PlayerRT__x + "rx-----------");
        //Debug.Log(PlayerRT__y + "ry-----------");
        //Debug.Log(PlayerRT__z + "rz-----------");

        //JsonData jd = JsonMapper.ToObject(message);
        //Debug.Log("status = " + (string)jd["status"]);
        //Students = JsonTool.AddressToModelArray<Student>(message);
        //foreach (Student s in Students)
        //{
        //    Debug.Log(s.ToString());
        //}
        setConsoleMsg(message);
    }

    /// <summary>
    /// 當Web套接字關閉時調用
    /// </summary>
    void OnClosed(WebSocket ws, UInt16 code, string message)
    {
        Debug.Log(message);
        setConsoleMsg(message);

        antiInit();
        init();
    }

    private void OnDestroy()
    {
        if (webSocket != null && webSocket.IsOpen)
        {
            webSocket.Close();
            antiInit();
        }
    }

    /// <summary>
    /// 在客戶端發生錯誤時調用
    /// </summary>
    void OnError(WebSocket ws, Exception ex)
    {
        string errorMsg = string.Empty;
#if !UNITY_WEBGL || UNITY_EDITOR
        if (ws.InternalRequest.Response != null)
            errorMsg = string.Format("Status Code from Server: {0} and Message: {1}", ws.InternalRequest.Response.StatusCode, ws.InternalRequest.Response.Message);
#endif
        Debug.Log(errorMsg);
        setConsoleMsg(errorMsg);
        antiInit();
        init();
    }

    #endregion
}

 

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