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Network.CloseConnection 关闭连接

发布于 2019-12-18 15:38:06 字数 2983 浏览 962 评论 0 收藏 0

JavaScript => public static function CloseConnection(target: NetworkPlayer, sendDisconnectionNotification: bool): void;
C# => public static void CloseConnection(NetworkPlayer target, bool sendDisconnectionNotification);

Description 描述

Close the connection to another system.

关闭与其他系统的连接。

JavaScript:

function OnGUI() {
		if (GUILayout.Button ("Disconnect from server")) {
			if (Network.connections.Length == 1) {
				Debug.Log("Disconnecting: "+
					Network.connections[0].ipAddress+":"+Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			} else if (Network.connections.Length == 0)
				Debug.Log("No one is connected");
			else if (Network.connections.Length > 1)
				Debug.Log("Too many connections. Are we running a server?");
		}
		if (GUILayout.Button ("Disconnect first player")) {
			if (Network.connections.Length > 0) {
				Debug.Log("Disconnecting: "+
					Network.connections[0].ipAddress+":"+Network.connections[0].port);
				Network.CloseConnection(Network.connections[0], true);
			} 
		}	
	}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass : MonoBehaviour {
    void OnGUI() {
        if (GUILayout.Button("Disconnect from server"))
            if (Network.connections.Length == 1) {
                Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
                Network.CloseConnection(Network.connections[0], true);
            } else
                if (Network.connections.Length == 0)
                    Debug.Log("No one is connected");
                else
                    if (Network.connections.Length > 1)
                        Debug.Log("Too many connections. Are we running a server?");
 
 
        if (GUILayout.Button("Disconnect first player"))
            if (Network.connections.Length > 0) {
                Debug.Log("Disconnecting: " + Network.connections[0].ipAddress + ":" + Network.connections[0].port);
                Network.CloseConnection(Network.connections[0], true);
            }
 
    }
}

network

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