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Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

时间:2014-05-02 14:14:11      阅读:574      评论:0      收藏:0      [点我收藏+]

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  最近使用Unity3d制作的IOS游戏需要加入联网对战功功能,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。

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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。

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

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

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//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];
}
}
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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。

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//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();
}
}
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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。

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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();
}
}
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Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏,布布扣,bubuko.com

Unity3d使用蓝牙(bluetooth)开发IOS点对点网络游戏

标签:des   blog   class   code   java   tar   

原文地址:http://www.cnblogs.com/123ing/p/3703792.html

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