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untiy下连接photon
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引入Photon 中的Photon3Unity3D。dll
在untiy項目中創(chuàng)建PhotonManger類
using ExitGames.Client.Photon;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;/// <summary>
/// Photon管理
/// </summary>
public class PhotonManager : MonoBehaviour, IPhotonPeerListener
{//創(chuàng)建單例private static PhotonManager instance;public static PhotonManager Instace { get { return Instace; } }/// <summary>/// 代表客戶端/// </summary>private PhotonPeer peer;/// <summary>/// IP地址 端口在Photon。config中已配置好/// </summary>private string serverAddress = "127.0.0.1:5055";/// <summary>/// 服務器端名字/// </summary>private string applicationName = "MOBA";/// <summary>/// Udp協(xié)議/// </summary>private ConnectionProtocol protocol = ConnectionProtocol.Udp;/// <summary>/// 是否連接/// </summary>private bool isConnect = false;#region Photon接口public void DebugReturn(DebugLevel level, string message){}public void OnEvent(EventData eventData){}public void OnOperationResponse(OperationResponse operationResponse){}/// <summary>/// 連接改變/// </summary>/// <param name="statusCode"></param>public void OnStatusChanged(StatusCode statusCode){Debug.Log(statusCode);switch (statusCode){case StatusCode.Connect:isConnect = true;break;case StatusCode.Disconnect:isConnect = false;break;default:break;}}#endregionvoid Awake(){instance = this;peer = new PhotonPeer(this, protocol);peer.Connect(serverAddress, applicationName);}void Update(){if (!isConnect){peer.Connect(serverAddress, applicationName);}peer.Service();}void OnApplicationQuit(){//斷開連接peer.Disconnect();}}
將該類添加到新建的GameObject后 輸出Disconnect
開啟photon后 連接成功
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