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