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Core/Net/NetUtils.cs
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68
Core/Net/NetUtils.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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#if GameDesigner && UNITY
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using System.Threading.Tasks;
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using UnityEngine;
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namespace BITKit
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{
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public class NetUtils : MonoBehaviour
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{
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/// <summary>
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/// 客户端调用ServerRpcMyMessage方法
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/// </summary>
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/// <param name="message"></param>
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public static void ClientInvokeServerRpcMyMessage(string message)
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{
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//简化方法
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ServerRpc<string>(NetUtils.ServerRpcMyMessage,message);
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//原始方法
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SendRT(nameof(ServerRpcMyMessage),message);
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}
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/// <summary>
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/// 仅服务器调用该方法
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/// </summary>
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/// <param name="message"></param>
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[ServerRpc]
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public static void ServerRpcMyMessage(string message)
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{
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ClientRpc<string>(ClientRpcMyMessage,message);
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}
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/// <summary>
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/// 所有客户端调用该方法
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/// </summary>
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/// <param name="message"></param>
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[ClientRpc]
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public static void ClientRpcMyMessage(string message)
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{
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Debug.Log($"已收到消息:{message}");
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}
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public static void InvokeOnServer<T>(Action<T> action, params object[] pars)
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{
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}
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public static void RpcAll(Action<object> obj,params object[] pars)
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{
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}
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public static void ClientRpc<T>(Action<T> obj, params object[] pars)
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{
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}
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public static void ServerRpc<T>(Action<T> obj, params object[] pars)
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{
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}
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public static void SendRT(string funcName, params object[] pars)
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{
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}
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}
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}
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#endif
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