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Unity在PC端的exe程序之间的通信

作者:互联网

转载自 Unity3D使用UDP协议实现两个程序传递信息

这里记录一下注意点

IP地址

这里用的是内网的ip地址
如何在win10下查看自己电脑的内网IP地址

端口

端口随意,两个程序的端口相同就行了,我试了两个,24和112

下面的红框注意一致

UDP Send

在这里插入图片描述

UDP Receive
在这里插入图片描述

主要代码如下

发送端:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Text;
using System.Threading;
 
public class UDPSend: MonoBehaviour {
 
    private string ip = "192.168.0.77";     //主机ip地址
    private IPAddress ipAddress;
 
    private IPEndPoint endPoint;
    private Socket socket;
    private EndPoint server;
    private byte[] sendData;                //发送内容,转化为byte字节
    
    //发送函数
    public void Send(int value)             //参数不是字符串时转化为string
    {
        string msg = value.ToString();      //传递的值转化为string
        try
        {
            ipAddress = IPAddress.Parse(ip);            //ip地址
            endPoint = new IPEndPoint(ipAddress, 112);  //自定义端口号
            socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
            IPEndPoint sender = new IPEndPoint(IPAddress.Any, 112);
            server = (EndPoint)sender;
 
            sendData = new byte[1024];                  //定义发送字节大小
            sendData = Encoding.Default.GetBytes(msg);  //对msg编码
            socket.SendTo(sendData, sendData.Length, SocketFlags.None, endPoint);   //发送信息
        }
        catch
        {
 
        }
    }
}

接收端:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Net;
using System.Net.Sockets;
using System.Threading;
using System.Text;
using UnityEngine.UI;

public class UDPReceive: MonoBehaviour
{
    //public LeaderControll leaderControll; //外面要使用接收到信息的类
 
    private IPEndPoint ipEndPoint;
    private Socket socket;
    private Thread thread;
 
    private byte[] bytes;           //接收到的字节
    private int bytesLength;        //长度
    private string receiveMsg="";   //接收到的信息

    [SerializeField]
    private Text resultText;
        
    
    void Start()
    {
        Init();
    }
    
    //初始化
    private void Init() {
        ipEndPoint = new IPEndPoint(IPAddress.Any, 112);    //端口号要与发送端一致
        socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp);
        socket.Bind(ipEndPoint);
 
        thread = new Thread(new ThreadStart(Receive));      //开启一个线程,接收发送端的消息
        thread.IsBackground = true;
        thread.Start();
    }
    
    //接收消息函数
    private void Receive()
    {
        // IPEndPoint sender = new IPEndPoint(IPAddress.Any, 0);
        IPEndPoint sender = new IPEndPoint(IPAddress.Any, 112);
        
        
        EndPoint remote = (EndPoint)sender;
 
        while (true)
        {
            bytes = new byte[1024];
            bytesLength = socket.ReceiveFrom(bytes, ref remote);
            receiveMsg = Encoding.ASCII.GetString(bytes, 0, bytesLength);
        }
    }
    //实时接收消息
    void Update()
    {
        // if (receiveMsg != "")
        // {
        //     // leaderControll.Goto(receiveMsg);     //外部使用接收到的字符串
        //     receiveMsg = "";
        // }
        if (receiveMsg  != "")
        {
            print("  " +receiveMsg);
            resultText.text = receiveMsg;
        }
    }
    //关闭socket,关闭thread
    private void OnDisable()
    {
        if (socket != null)
        {
            socket.Close();
        }
        if (thread != null)
        {
            thread.Interrupt();
            thread.Abort();
        }
    }
}

标签:exe,socket,IPEndPoint,System,private,PC,Unity,new,using
来源: https://blog.csdn.net/weixin_43149049/article/details/122379448