BITKit/Packages/Runtime~/Core/Net/NetUtils.cs

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#if GameDesigner && UNITY
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using System;
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using System.Threading.Tasks;
using UnityEngine;
namespace BITKit
{
public class NetUtils : MonoBehaviour
{
/// <summary>
/// 客户端调用ServerRpcMyMessage方法
/// </summary>
/// <param name="message"></param>
public static void ClientInvokeServerRpcMyMessage(string message)
{
//简化方法
ServerRpc<string>(NetUtils.ServerRpcMyMessage,message);
//原始方法
SendRT(nameof(ServerRpcMyMessage),message);
}
/// <summary>
/// 仅服务器调用该方法
/// </summary>
/// <param name="message"></param>
[ServerRpc]
public static void ServerRpcMyMessage(string message)
{
ClientRpc<string>(ClientRpcMyMessage,message);
}
/// <summary>
/// 所有客户端调用该方法
/// </summary>
/// <param name="message"></param>
[ClientRpc]
public static void ClientRpcMyMessage(string message)
{
Debug.Log($"已收到消息:{message}");
}
public static void InvokeOnServer<T>(Action<T> action, params object[] pars)
{
}
public static void RpcAll(Action<object> obj,params object[] pars)
{
}
public static void ClientRpc<T>(Action<T> obj, params object[] pars)
{
}
public static void ServerRpc<T>(Action<T> obj, params object[] pars)
{
}
public static void SendRT(string funcName, params object[] pars)
{
}
}
}
#endif