Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

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  最近使用Unity3d制作的IOS游戏需要加入联网对战功能功能,因此使用ObjC语言利用IOS SDK的GameKit.framework的Peer-to-peer Connectivity实现了网络连接,在此分享。

啥话都不说,先上代码。点我下载工程文件

类NetWorkP2P,继承自NSObject。提供GKSessionDelegate和GKPeerPickerControllerDelegate的实现。并且利用单例模式实现一个类方法+( NetWorkP2P *) sharedNetWorkP2P;此方法返回一个NetWorkP2P的实例。

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
//
// NetWorkP2P.h
// P2PTapWar
//
// Created by on 11-9-14.
// Copyright 2011年 __MyCompanyName__. All rights reserved.
// #import<Foundation/Foundation.h>
#import<GameKit/GameKit.h> #define AMIPHD_P2P_SESSION_ID @"amiphd-p2p"
#define START_GAME_KEY @"startgame"
#define TIME_KEY @"time"
#define END_GAME_KEY @"endgame"
#define TAP_COUNT_KEY @"taps"
#define TIMES_KEY @"times" @interface NetWorkP2P : NSObject<GKSessionDelegate,GKPeerPickerControllerDelegate>{ UInt32 playerScore;
UInt32 opponentScore; UInt32 playerTimes;
UInt32 opponentTimes; NSString *opponentID;
BOOL actingAsHost;
GKSession *gkSession;
}
+( NetWorkP2P *) sharedNetWorkP2P;
-(void)showPeerPickerController; -(void)addTheScore: (UInt32)score;
-(void)addTimes; -(UInt32)getOpponentScore;
-(UInt32)getPlayerScore;
-(UInt32)getPlayerTimes;
-(UInt32)getOpponentTimes; -(NSString *)getOpponentID;
@end
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

类NetWorkP2P的实现文件,fileName:NetWorkP2P.m

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
//
// NetWorkP2P.m
// P2PTapWar
//
// Created by on 11-9-14.
// Copyright 2011年 __MyCompanyName__. All rights reserved.
// #import"NetWorkP2P.h" @implementation NetWorkP2P
+(NetWorkP2P *) sharedNetWorkP2P{
static NetWorkP2P *sharedNetWorkObject;
if(!sharedNetWorkObject)
sharedNetWorkObject=[[NetWorkP2P alloc] init];
return sharedNetWorkObject;
} - (id)init
{
self = [super init];
if (self) {
// Initialization code here.
} return self;
}
-(UInt32)getPlayerScore{
return playerScore;
}
-(UInt32)getOpponentScore{
return opponentScore;
}
-(UInt32)getOpponentTimes{
return opponentTimes;
}
-(UInt32)getPlayerTimes{
return playerTimes;
}
-(NSString *)getOpponentID
{
return opponentID;
}
-(void) showPeerPickerController
{
if(!opponentID)
{
actingAsHost=YES;
GKPeerPickerController *peerPickerContrller=[[GKPeerPickerController alloc] init];
peerPickerContrller.delegate=self;
peerPickerContrller.connectionTypesMask=GKPeerPickerConnectionTypeNearby;
[peerPickerContrller show];
}
}
-(void)addTheScore:(UInt32)score
{
playerScore+=score;
NSMutableData *message=[[NSMutableData alloc]init];
NSKeyedArchiver *archiver=[[NSKeyedArchiver alloc]initForWritingWithMutableData:message];
[archiver encodeInt:playerScore forKey:TAP_COUNT_KEY];
[archiver finishEncoding];
GKSendDataMode sendMode=GKSendDataUnreliable;
[gkSession sendDataToAllPeers:message withDataMode:sendMode error:NULL];
[archiver release];
[message release]; }
-(void)addTimes
{
playerTimes++;
NSMutableData *message=[[NSMutableData alloc]init];
NSKeyedArchiver *archiver=[[NSKeyedArchiver alloc] initForWritingWithMutableData:message];
[archiver encodeInt:playerTimes forKey:TIMES_KEY];
[archiver finishEncoding];
GKSendDataMode sendMode=GKSendDataUnreliable;
[gkSession sendDataToAllPeers:message withDataMode:sendMode error:NULL];
[archiver release];
[message release];
}
#pragma mark game logic -(void) initGame{
playerScore=0;
opponentScore=0;
}
-(void) hostGame{
[self initGame];
NSMutableData *message=[[NSMutableData alloc] init];
NSKeyedArchiver *archiver=[[NSKeyedArchiver alloc] initForWritingWithMutableData:message];
[archiver encodeBool:YES forKey:START_GAME_KEY];
[archiver finishEncoding]; NSError *sendErr=nil;
[gkSession sendDataToAllPeers:message withDataMode:GKSendDataReliable error:&sendErr];
if (sendErr) {
NSLog(@"send greeting failed : %@",sendErr);
}
[message release];
[archiver release];
}
-(void) joinGame{
[self initGame];
}
-(void) showEndGameAlert{
}
-(void) endGame{
opponentID=nil;
[gkSession disconnectFromAllPeers];
[self showEndGameAlert];
} #pragma mark GKPeerPickerControllerDelegate methods -(GKSession *) peerPickerController:(GKPeerPickerController *)picker sessionForConnectionType:(GKPeerPickerConnectionType)type
{
if(!gkSession)
{
gkSession=[[GKSession alloc] initWithSessionID:AMIPHD_P2P_SESSION_ID displayName:nil sessionMode:GKSessionModePeer];
gkSession.delegate=self;
}
return gkSession;
}
-(void) peerPickerController:(GKPeerPickerController *) picker didConnectPeer:(NSString *)peerID toSession:(GKSession *)session
{
NSLog ( @"connected to peer %@", peerID);
[session retain]; // TODO: who releases this?
[picker dismiss];
[picker release];
}
- (void)peerPickerControllerDidCancel:(GKPeerPickerController *)picker {
NSLog ( @"peer picker cancelled");
[picker release];
} #pragma mark GKSessionDelegate methods //START:code.P2PTapWarViewController.peerdidchangestate
- (void)session:(GKSession *)session peer:(NSString *)peerID
didChangeState:(GKPeerConnectionState)state {
switch (state)
{
case GKPeerStateConnected:
[session setDataReceiveHandler: self withContext: nil];
opponentID = peerID;
actingAsHost ? [self hostGame] : [self joinGame];
break;
}
}
//END:code.P2PTapWarViewController.peerdidchangestate //START:code.P2PTapWarViewController.didreceiveconnectionrequestfrompeer
- (void)session:(GKSession *)session
didReceiveConnectionRequestFromPeer:(NSString *)peerID {
actingAsHost = NO;
}
//END:code.P2PTapWarViewController.didreceiveconnectionrequestfrompeer - (void)session:(GKSession *)session connectionWithPeerFailed:(NSString *)peerID withError:(NSError *)error {
NSLog (@"session:connectionWithPeerFailed:withError:");
} - (void)session:(GKSession *)session didFailWithError:(NSError *)error {
NSLog (@"session:didFailWithError:");
}
#pragma mark receive data from session
-(void) receiveData: (NSData *) data fromPeer : (NSString *) peerID inSession: (GKSession *) session context:(void*) context{
NSKeyedUnarchiver *unarchiver=[[NSKeyedUnarchiver alloc] initForReadingWithData:data];
if([unarchiver containsValueForKey:TAP_COUNT_KEY])
{
opponentScore=[unarchiver decodeIntForKey:TAP_COUNT_KEY];
}
if([unarchiver containsValueForKey:TIMES_KEY])
{
opponentTimes=[unarchiver decodeIntForKey:TIMES_KEY];
}
if([unarchiver containsValueForKey:END_GAME_KEY])
{
[self endGame];
}
if([unarchiver containsValueForKey:START_GAME_KEY])
{
[self joinGame];
}
[unarchiver release];
}
@end
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

fileName:NetWorkP2PBinding.m在此文件中实现C语言接口,以方便在UnityScript中调用。

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
//NetWorkP2PBinding.mm
#import"NetWorkP2P.h"

extern"C"{
void _showPeerPicker()
{
[[NetWorkP2P sharedNetWorkP2P] showPeerPickerController];
NSLog(@"call the mothed _showPeerPicker");
} constchar* _getName()
{
return [@"fyn" UTF8String];
}
int _getOpponentScore()
{
return [[NetWorkP2P sharedNetWorkP2P]getOpponentScore];
}
int _getPlayerScore()
{
return [[NetWorkP2P sharedNetWorkP2P]getPlayerScore];
} void _addTheScore( UInt32 score)
{
[[NetWorkP2P sharedNetWorkP2P] addTheScore:score];
}
void _addTheTimes()
{
[[NetWorkP2P sharedNetWorkP2P] addTimes];
}
int _getOpponentTimes()
{
return [[NetWorkP2P sharedNetWorkP2P] getOpponentTimes];
}
int _getPlayerTimes()
{
return [[NetWorkP2P sharedNetWorkP2P] getPlayerTimes];
}
constchar* _getOpponentID()
{
return [[[NetWorkP2P sharedNetWorkP2P ]getOpponentID] UTF8String];
}
}
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

FileName:P2PBinding.cs 这是在Unity3d中C#脚本,在这里面调用NetWorkP2PBinding.mm实现的C语言方法。

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
//P2PBinding.cs

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices; publicclass P2PBinding{
[DllImport("__Internal")]
privatestaticexternvoid _showPeerPicker(); publicstaticvoid showPeerPicker()
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
_showPeerPicker();
} [DllImport("__Internal")]
privatestaticexternint _getOpponentScore(); [DllImport("__Internal")]
privatestaticexternint _getOpponentTimes(); [DllImport("__Internal")]
privatestaticexternint _getPlayerScore(); [DllImport("__Internal")]
privatestaticexternint _getPlayerTimes(); [DllImport("__Internal")]
privatestaticexternvoid _addTheTimes(); [DllImport("__Internal")]
privatestaticexternvoid _addTheScore(int score); publicstaticint getOpponentScore()
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
return _getOpponentScore();
}
return-1;
}
publicstaticint getOpponentTimes()
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
return _getOpponentTimes();
}
return-1;
}
publicstaticint getPlayerScore()
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
return _getPlayerScore();
}
return-1;
}
publicstaticint getPlayerTimes()
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
return _getPlayerTimes();
}
return-1;
}
publicstaticvoid addTheScore(int score)
{
if(Application.platform==RuntimePlatform.IPhonePlayer)
{
_addTheScore(score);
}
}
publicstaticvoid addTheTimes()
{
_addTheTimes();
}
}
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

FileName:GameDate.cs 此文件提供游戏的数据,并保持和NetWorkP2P文件中数据同步,将此文件附加到一个GameObject上。

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
using UnityEngine;
using System.Collections; publicclass GameDate : MonoBehaviour { publicstring opponentID; publicint playerTimes;
publicint opponentTimes;
publicint playerScore;
publicint opponentScore; // Use this for initialization
void Start () {
P2PBinding.showPeerPicker();
} // Update is called once per frame
void Update () {
opponentTimes=P2PBinding.getOpponentTimes();
opponentScore=P2PBinding.getOpponentScore();
}
}
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏
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