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- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.Networking;
- using UnityEngine.Networking.NetworkSystem;
- public class Begin : NetworkBehaviour
- {
- const short MyBeginMsg = 1002;
- NetworkClient m_client;
- private string sentMessage = "";
- public override void OnStartServer ()
- {
- NetworkServer.RegisterHandler (1003, SendMessageToAll);
- }
- void Start()
- {
- m_client = NetworkManager.singleton.client;
- m_client.RegisterHandler (1002, ClientReceiveMessage);
- }
- void Update()
- {
- if (!isLocalPlayer)
- return;
- if (Input.GetKeyDown (KeyCode.Space)) {
- //Send message to server
- StringMessage _msg = new StringMessage(@"I get it now \o/");
- m_client.Send(1003, _msg);
- }
- }
- void ClientReceiveMessage(NetworkMessage netMsg)
- {
- //Recieve message
- string _msg = netMsg.ReadMessage<StringMessage> ().value;
- sentMessage = _msg;
- Debug.Log (_msg);
- }
- void SendMessageToAll(NetworkMessage netMsg)
- {
- //When a client has received this message
- StringMessage _msg = new StringMessage(netMsg.ReadMessage<StringMessage>().value);
- NetworkServer.SendToAll(1002, _msg);
- }
- void OnGUI()
- {
- if (!isLocalPlayer)
- return;
- GUI.Box (new Rect (400, 0, 200, 40), sentMessage);
- }
- }
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