嘿嘿,这个我还不太熟悉,只是大概懂。以后自己写个更好的和大家分享哈。
#pragma strict public var Speed : float = 5.0; public var jumpSpeed : float = 500.0; public var jumpDirection : Vector3 = Vector3.zero; public var MoveDirection : Vector3 = Vector3.zero; public var isGrounded : boolean = false; public var Jumping : boolean = false; public var inAir : boolean = false; public var airControl : float = 0.5; public var jumpClimax : boolean = false; public var isRunning : boolean = false; private var contact : ContactPoint; function Movement () { if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode. RightShift)) isRunning = true; else isRunning = false; if (Input.GetAxis("Horizontal") || Input.GetAxis("Vertical")) { MoveDirection = Vector3(Input.GetAxisRaw("Horizontal"), MoveDirection.y, Input.GetAxisRaw("Vertical")); } this.transform.Translate((MoveDirection.normalized * Speed) * Time.deltaTime); if (Input.GetButtonDown("Jump") && isGrounded) { Jumping = true; jumpDirection = MoveDirection; rigidbody.AddForce((transform.up) * jumpSpeed); isGrounded = false; } if (isGrounded) this.transform.Translate((MoveDirection.normalized * Speed) * Time.deltaTime); else if (Jumping || inAir) this.transform.Translate((jumpDirection * Speed * airControl) * Time.deltaTime); } function Start () { } function FixedUpdate () { if (!isGrounded) { if (Physics.Raycast(transform.position, -transform.up, ((collider as CapsuleCollider).height/2 + 2))) { isGrounded = true; Jumping = false; inAir = false; jumpClimax = false; } else if (!inAir) { inAir = true; jumpDirection = MoveDirection; } } else if (inAir && (rigidbody.velocity.y == 0.0)) { jumpClimax = true; } transform.Rotate(Vector3(0, Input.GetAxis("Mouse X"), 0) * Time. deltaTime * 250.0); Movement(); } function OnCollisionStay(collisionInfo : Collision) { contact = collisionInfo.contacts[0]; if (inAir || Jumping) rigidbody.AddForceAtPosition(-rigidbody.velocity, contact.point); } function OnCollisionExit(collisionInfo : Collision) { isGrounded = false; }
服务器端搭建好后,移动客户端就需要基于HTTP和Websocket来和服务器端通信,HTTP就基于Ajax来实现,Websocket就得靠各个移动平台浏览器对Websocket的支持,基本的开发大家查查文档就比较容易掌握,这里我着重谈三点:
- Ajax安全策略
- 移动平台对Websocket的支持
- 文件传输
1)Ajax安全策略
大家都知道Ajax存在跨域的限制,而基于Phonegap的离线开发实际上是本地HTML向server端发起Ajax请求,同样会有安全限制,会导致你客户端拿不到server端的返回信息,解决方法就是在servlet向客户端写数据之前加上如下代码:
response.setHeader("Access-Control-Allow-Origin", "*");2)移动平台对Websocket的支持
网上有很多关于各大移动平台的浏览器对Websocket的支持情况,而就我目前的实际测试来看,桌面Chrome、iphone/ipad上的safari、Webos和桌面firefox对Websocket支持都不错,基本标准的API写的程序都运行良好,但Android的chrome却不支持Websocket,更麻烦的是phonegap也没提供websocket的支持,因此在android需要写phonegap plugin来支持websocket,不过有人做了这个事儿,https://github.com/anismiles/websocket-android-phonegap,需要做的是基于phonegap plugin的规范,加入这个插件即可。
3)文件传输
这里说的文件传输不是基于浏览器默认的下载行为,而是通过JS,由程序自行通过IO流把二进制文件从server端down到移动端的文件系统中。而这一点需要在不同的平台上采取不同的方案:
- 桌面chrome
可以基于Webkit对IO和文件系统的支持来完成,具体细节可见如下samples:
window.webkitRequestFileSystem(window.PERSISTENT, 30 * 1024 * 1024, function(fs){ var xhr = new XMLHttpRequest(); xhr.open('GET', "http://"+host+":"+httpPort+"/syncFile?token="+token+"&id="+id, true); xhr.overrideMimeType('text/plain; charset=x-user-defined'); xhr.responseType = "arraybuffer"; // Part of XHR 2 xhr.onreadystatechange = function () { if (xhr.readyState == 4) { fs.root.getFile(fileName, {create: true}, function(fileEntry) { fileEntry.createWriter(function(writer) { // FileWriter writer.onwrite = function(e) { console.log("success download "+fileName); }; // Success callback function writer.onerror = function(e) { console.log(e); }; // Error callback function var bb = new WebKitBlobBuilder(); bb.append(xhr.response); writer.write(bb.getBlob("text/plain")); // The actual writing }, errorHandler); }); } }; xhr.send(); },errorHandler);
需要注意这和HTML5标准的file system API是有差异的,都带有WebKit的前缀,这也许也是HTML5暂时没法在各个平台上得到统一的表现吧。
- Android和IOS
Android和IOS可以基于Phonegap提供的Filesystem和file transfer插件来完成,具体细节可见如下Samples(完成上例子同样功能):
window.requestFileSystem( LocalFileSystem.PERSISTENT, 0, function onFileSystemSuccess(fileSystem) { fileSystem.root.getDirectory(dirName, {create: true, exclusive: false}, function(dirEntry){ var dirPath = dirEntry.fullPath; console.log(dirPath); var fileTransfer = new FileTransfer(); var filePath = dirPath +"/"+ fileName; fileTransfer.download("http://"+host+":"+httpPort+"/syncFile?token="+token+"&id="+id, filePath, function(theFile) { console.log("download complete: " + theFile.toURI()); }, function(error) { console.log("download error source " + error.source); console.log("download error target " + error.target); console.log("upload error code: " + error.code); } ); }, fail); }, fail);
- Webos
Webos需要通过mojo提供的service来完成:
navigator.service.Request('palm://com.palm.downloadmanager/', { method: 'download', parameters: { target: url, targetDir : "/media/internal/files/"+dirName, targetFilename : fileName, keepFilenameOnRedirect: false, subscribe: true }, onSuccess : function (e){ console.log("Download success, results="+JSON.stringify(e)); }, onFailure : function (e){ console.log("Download failure, results="+JSON.stringify(e)); } });
有关文件系统访问的细节我会单独拿出来分析。
另外,由于Websocket目前对二进制的数据传输的支持不够好,所以当需要server端向客户端推送二进制文件时,我的方案是server端通过websocket向客户端发一个文件下载的通知,客户端收到通知后再通过上述的相应方案来下载文件:
websocket.onmessage = function(e) { console.log(e.data); var token = getToken(); var r=eval("("+e.data+")"); if(r.type == 'syncList'){ for(var i=0;i<r.data.length;i++){ device.syncFile(token, r.data[i].id, r.data[i].name); } } }r.data[i].id和r.data[i].name是需要下载文件的标识,通过这个标识能对应到文件下载的URL,虽然这个方案不完美,但还比较健壮。不过,通过Websocket直接传输文件虽然想起来复杂,但肯定是走得通的,等这块实验成功后我再补充到这里。
嘿嘿,这个我还不太熟悉,只是大概懂。以后自己写个更好的和大家分享哈。
#pragma strict public var bIsShooting : boolean = false; public var bIsShootingAlt : boolean = false; public var Muzzle : GameObject; public var MuzzleAlt1 : GameObject; public var MuzzleAlt2 : GameObject; public var Projectile : Cloth; public var projectileSpeed : float = 20.0; private var Stats : CH_PlayerStats; private var counter : boolean = false; private var countTime : float = 0; private var canShootPrime : boolean = true; private var canShootAlt : boolean = true; public var flush : ParticleEmitter; private var bWeaponEquiped : boolean = true; function Start () { Stats = this.gameObject.GetComponent(CH_PlayerStats); if (flush) flush.emit = false; } function EquipWeapon () { bWeaponEquiped = (bWeaponEquiped) ? false : true; } function AltShooting () { canShootAlt = false; counter = true; var hit : RaycastHit; Stats.AddAmmo(1, -1, 1); yield WaitForSeconds(0.5); if (Physics.Raycast(MuzzleAlt1.transform.position, MuzzleAlt1. transform.right, hit, 100) || Physics.Raycast(MuzzleAlt2.transform. position, MuzzleAlt2.transform.right, hit, 100)) { flush.transform.position = hit.point; flush.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit. normal); flush.Emit(); } } function Shooting () { canShootPrime = false; counter = true; yield WaitForSeconds(0.5); var bullet : Cloth = Cloth.Instantiate(Projectile, Muzzle.transform. position, Muzzle.transform.rotation); bullet.transform.GetComponent(InteractiveCloth).AddForceAtPosition( Muzzle.transform.TransformDirection(Vector3(projectileSpeed * 10, 0, 0)), bullet.transform.position, 1.0, ForceMode.Impulse); Stats.AddAmmo(0, -1, 1); } function FixedUpdate () { if (counter && bWeaponEquiped) { countTime += Time.deltaTime; if (countTime >= 3.0) { counter = false; canShootPrime = true; canShootAlt = true; countTime = 0.0; } } if (Input.GetKey(KeyCode.Mouse0) && bWeaponEquiped) { if (canShootPrime && Stats.GetAmmo(0) > 0) { Shooting(); bIsShooting = true; } } if (Input.GetKey(KeyCode.Mouse1) && bWeaponEquiped) { if (canShootAlt && Stats.GetAmmo(1) > 0) { AltShooting(); bIsShootingAlt = true; } } if (!Input.GetKey (KeyCode.Mouse0)) bIsShooting = false; if (!Input.GetKey (KeyCode.Mouse1)) bIsShootingAlt = false; } function Update () { }