using System; using Microsoft.AspNetCore.SignalR.Client; using UnityEngine; using System.Threading.Tasks; using BITKit; using Cysharp.Threading.Tasks; using Microsoft.Extensions.Logging; public class SignalRClient : MonoBehaviour { [SerializeField] private string url = @"https://yourserver.com/chathub"; private HubConnection _connection; private ILogger _logger; private StopWatcher _stopWatcher; // 用于与 SignalR 服务器进行通信 private async void Start() { await UniTask.Delay(300); if(destroyCancellationToken.IsCancellationRequested)return; _connection = new HubConnectionBuilder() .WithUrl(url) .Build(); BITApp.ServiceProvider.QueryComponents(out _logger); _connection.On("ReceiveMessage", (user, message) => { _stopWatcher?.Dispose(); _logger.LogInformation($"Received from Blazor/Server: {user} - {message}"); }); destroyCancellationToken.Register(Dispose); await _connection.StartAsync(); _logger.LogInformation("Unity connected to SignalR server!"); // 发送消息给 Blazor await SendMessageToBlazor("Unity", "Hello from Unity!"); for (var i = 0; i < 16; i++) { _stopWatcher = new StopWatcher(_logger, $"SignalR延迟 at {i}"); await SendMessageToBlazor("Unity", "OK,Let's Count!"); } var id = await _connection.InvokeAsync("GetMessage"); _logger.LogInformation($"获取用户ID:{id}"); } private async void Dispose() { await _connection.StopAsync(); } private async Task SendMessageToBlazor(string user, string message) { await _connection.InvokeAsync("SendMessage", user, message); } }