How PHP and Unity3D use Workerman to implement a real-time combat system

王林
Release: 2023-07-17 13:02:02
Original
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How PHP and Unity3D use Workerman to implement a real-time combat system

In game development, the real-time combat system is a very important part. The real-time battle system allows players to compete with other players in real time, adding to the fun and competitiveness of the game. This article will introduce how to use PHP and Unity3D combined with the Workerman framework to implement a simple real-time combat system.

1. Background introduction

Workerman is a high-performance asynchronous event-driven network communication framework based on PHP. It provides a simple API to easily build real-time communication systems, such as chat rooms, game servers, etc. Unity3D is a very popular game development engine that can be used to create various types of games, including real-time battle games.

2. Environment preparation

Before we start, we need to prepare the following environment:

  1. A server running PHP, Linux system is recommended;
  2. Install PHP and Workerman framework;
  3. Install Unity3D development environment.

3. Implementation steps

  1. Create the server side

First, we need to create a PHP file as the server side. In this file, we can initialize Workerman and code the server logic. Here is a simple example:

<?php
require_once __DIR__ . '/Workerman/Autoloader.php';

use WorkermanWorker;

$worker = new Worker("websocket://0.0.0.0:2346");

$worker->count = 4;

$worker->onConnect = function($connection) {
    echo "New connection
";
};

$worker->onMessage = function($connection, $data) {
    echo "Received message: $data
";
    $connection->send("Hello $data");
};

Worker::runAll();
?>
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This example creates a WebSocket server listening on port 2346. When a new connection is established or a message is received, the corresponding callback function will be executed respectively.

  1. Create client

Next, we need to create a game client in Unity3D. In the client we can communicate with the server in real time via WebSocket. Here is a simple example:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using WebSocketSharp;
using System;

public class GameManager : MonoBehaviour
{
    private WebSocket websocket;

    // Start is called before the first frame update
    void Start()
    {
        websocket = new WebSocket("ws://localhost:2346");

        websocket.OnOpen += (sender, e) =>
        {
            Debug.Log("Connected to server.");
        };

        websocket.OnMessage += (sender, e) =>
        {
            Debug.Log("Received message: " + e.Data);
        };

        websocket.Connect();
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            websocket.Send("Hello server!");
        }
    }

    void OnApplicationQuit()
    {
        websocket.Close();
    }
}
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In this example, we use the WebSocketSharp library to implement WebSocket communication. When the connection is established or a message is received, the corresponding callback function will be executed respectively.

4. Run the test

Now, we have completed writing the server and client. We can run the corresponding code on the server side and Unity3D respectively, and then open the console in Unity3D and see the prompt that the connection is successfully established. Next, we press the space bar to send a message to the server, and the corresponding message will be printed in the console.

So far, we have successfully implemented a simple real-time combat system using PHP and Unity3D combined with the Workerman framework. In actual development, we can further optimize and expand the server side and client side according to needs to build a more complex combat system.

Summary

This article introduces how to use PHP and Unity3D combined with the Workerman framework to implement a simple real-time combat system. Through this system, players can compete with other players in real time, which increases the fun and competitiveness of the game. I hope readers can learn from this article how to use the Workerman framework to build a real-time communication system, and can use it flexibly in actual projects.

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