using UnityEngine; using System.Collections; public class NetworkTest : MonoBehaviour { int myPort = 10000;//端口号 string serverIP = "172.16.19.30";//服务器ip string yourState = ""; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } void OnGUI() { if (GUILayout.Button("Creat Server")) { /*创建一个服务器 * 3个参数 * 1、允许的入站连接或玩家数量 * 2、监听的端口 * 3、设置穿透功能 */ Network.InitializeServer(32, myPort,false); } if (GUILayout.Button("Connect Server")) { /*客户端连接服务器*/ Network.Connect(serverIP, myPort); } GUILayout.TextArea(yourState); switch (Network.peerType) { case NetworkPeerType.Server: yourState = "You are Server, The server has Created!"; GUILayout.TextField("Had "+Network.connections.Length.ToString()+" Connected"); break; case NetworkPeerType.Client: yourState = "You are Client"; break; case NetworkPeerType.Connecting: yourState = "Connecting..."; break; case NetworkPeerType.Disconnected: yourState = "You had not connected the server"; break; } } }