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May 3rd, 2016
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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using UnityEngine.Networking;
  4. using UnityEngine.Networking.NetworkSystem;
  5.  
  6. public class Begin : NetworkBehaviour
  7. {
  8. const short MyBeginMsg = 1002;
  9.  
  10. NetworkClient m_client;
  11. private string sentMessage = "";
  12.  
  13. public override void OnStartServer ()
  14. {
  15. NetworkServer.RegisterHandler (1003, SendMessageToAll);
  16. }
  17.  
  18. void Start()
  19. {
  20. m_client = NetworkManager.singleton.client;
  21. m_client.RegisterHandler (1002, ClientReceiveMessage);
  22. }
  23.  
  24. void Update()
  25. {
  26. if (!isLocalPlayer)
  27. return;
  28. if (Input.GetKeyDown (KeyCode.Space)) {
  29. //Send message to server
  30. StringMessage _msg = new StringMessage(@"I get it now \o/");
  31. m_client.Send(1003, _msg);
  32. }
  33. }
  34.  
  35. void ClientReceiveMessage(NetworkMessage netMsg)
  36. {
  37. //Recieve message
  38. string _msg = netMsg.ReadMessage<StringMessage> ().value;
  39. sentMessage = _msg;
  40. Debug.Log (_msg);
  41. }
  42.  
  43. void SendMessageToAll(NetworkMessage netMsg)
  44. {
  45. //When a client has received this message
  46. StringMessage _msg = new StringMessage(netMsg.ReadMessage<StringMessage>().value);
  47. NetworkServer.SendToAll(1002, _msg);
  48. }
  49.  
  50. void OnGUI()
  51. {
  52. if (!isLocalPlayer)
  53. return;
  54. GUI.Box (new Rect (400, 0, 200, 40), sentMessage);
  55. }
  56. }
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