金铉Unity插件库 Unity版本2018.4.32f 目前包含本地化存储功能(根据类名存储读写),TCP客户端监听类型功能
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4.5 KiB

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using System.Collections;
using UnityEngine;
using UnityEngine.Events;
using QFrameworkCP;
using System.Threading;
using UnityEngine.UI;
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namespace JXSoft {
public class TCPMangerArchitecture : Architecture<TCPMangerArchitecture>
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{
protected override void Init()
{
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this.RegisterUtility(new TCPClientUtility());
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this.RegisterModel(new TCPClientModel());
}
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}
public class TCPClientView : MonoBehaviour,IController,ICanRegisterEvent
{
//Printer&MsgGetter
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private TCPClientUtility tcpUtil;
public Transform tcpMsgContent;
public GameObject tcpMsgItem;
public UnityEvent onRecievedOpenDevice;
public UnityEvent onTCPLinkSuccess;
public UnityEvent onTCPLinkFaild;
public UnityEvent onServerConnected;
public UnityEvent onTCPReLink;
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private string tcpAddress;
private int tcpPort;
private int deviceId;
// Start is called before the first frame update
void Awake()
{
initTCPService();
DontDestroyOnLoad(this);
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tcpUtil = GetArchitecture().GetUtility<TCPClientUtility>();
}
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public void initTCPService() {
tcpAddress = "127.0.0.1";
tcpPort = 20000;
deviceId = 1;
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this.RegisterLinkStateEvent((int)TCPLinkState.Linking, () =>
{
Debug.Log("TCP<EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>");
this.GetModel<TCPClientModel>().linkServer();
});
this.RegisterLinkStateEvent((int)TCPLinkState.LinkSucess, () =>
{
Debug.Log("TCP<EFBFBD><EFBFBD><EFBFBD>ӳɹ<EFBFBD>");
this.GetModel<TCPClientModel>().onReceive<LinkSuccessResponse>();
this.GetModel<TCPClientModel>().sendRequest(new LinkTCPRequest(deviceId));
onTCPLinkSuccess.Invoke();
});
this.RegisterLinkStateEvent((int)TCPLinkState.LinkFaild, () =>
{
Debug.Log("TCP<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD>ܣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ա");
onTCPLinkFaild.Invoke();
});
this.RegisterMessageEvent<LinkSuccessResponse>(e =>
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{
Debug.Log("Link Server success");
this.GetModel<TCPClientModel>().offReceive<LinkSuccessResponse>();
onServerConnected.Invoke();
});
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this.GetModel<TCPClientModel>().setLinkState((int)TCPLinkState.NoIp);
this.GetModel<TCPClientModel>().setIP(tcpAddress, tcpPort);
}
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public void restartTCPService() {
onTCPReLink.Invoke();
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this.GetModel<TCPClientModel>().closeServer();
StartCoroutine(waitTwoSecond());
}
public IEnumerator waitTwoSecond() {
yield return new WaitForSeconds(2.0f);
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this.GetModel<TCPClientModel>().setLinkState((int)TCPLinkState.Linking);
}
// Update is called once per frame
void Update()
{
//Debug.Log(tcpUtil.Read_TCPClient());
if (tcpUtil != null && !"".Equals(tcpUtil.getReceivedValue()))
{
GameObject item = Instantiate(tcpMsgItem, tcpMsgContent);
item.GetComponentInChildren<Text>().text = tcpUtil.receivedData;
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this.GetModel<TCPClientModel>().onDataRecived.Invoke(tcpUtil.receivedData);
}
if (tcpUtil.getTimeOutState() && tcpUtil.isOpenTCP)
{
this.SendEvent(new onLinkException(tcpUtil.exceptionData));
tcpUtil.isOpenTCP = false;
}
}
private void OnDestroy()
{
if (tcpUtil.reciveT != null && tcpUtil.reciveT.ThreadState == ThreadState.Running)
{
tcpUtil.reciveT.Abort();
}
}
public IArchitecture GetArchitecture()
{
return TCPMangerArchitecture.Interface;
}
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}
public class LinkSuccessResponse : AbstractResponse
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{
public string code;
public string data;
public string msg;
public LinkSuccessResponse() {
this.code = "";
this.data = "";
this.msg = "";
}
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}
public class LinkTCPRequest :IRequest{
public string id;
public int type;
public LinkTCPRequest(int id) {
this.id = id.ToString();
this.type = 1;
}
public string toProtocolData()
{
return JsonUtility.ToJson(this);
}
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}
}