msg | 消息结构。 |
msgType | 消息类型。 |
void 如果消息已发送,则成功。
将指定消息结构作为不可靠消息仅发送到已准备就绪的客户端。
请参阅 Networking.NetworkClient.Ready。
using UnityEngine;
using UnityEngine.Networking;
public class MyMsgTypes
{
public static short MSG_LOGIN_RESPONSE = 1000;
public static short MSG_SCORE = 1005;
};
public struct ScoreMessage
{
public int score;
public Vector3 scorePos;
}
class GameServer
{
void SendScore(int score, Vector3 scorePos)
{
ScoreMessage msg;
msg.score = score;
msg.scorePos = scorePos;
NetworkServer.SendUnreliableToReady<ScoreMessage>(MyMsgTypes.MSG_SCORE, msg);
}
}