How to use PHP and Unity3D combined with Workerman to implement the achievement and task system in the game
The achievement and task system in the game provide players with goals and challenges, which can increase the playability and fun of the game. In this article, I will introduce how to use PHP and Unity3D combined with Workerman to implement the achievement and task system in the game, and provide code examples for your reference.
1. Overview
The achievement and task system is a way for players to interact with the game. By completing specific tasks or reaching certain conditions, players can obtain achievement rewards. This kind of system can help players better understand the content and gameplay of the game, and improve player enthusiasm and participation.
2. Environment preparation
Before starting, we need to prepare the following environment:
3. Create an achievement and task database
First, we need to create a database to store information about achievements and tasks. MySQL or other relational databases can be used for storage. The following is a simple database design:
-- Create database
CREATE DATABASE game
;
-- Use database
USE game
;
--Create achievement table
CREATE TABLE achievements
(
id
int(11) NOT NULL AUTO_INCREMENT,
name
varchar(255) NOT NULL,
description
text NOT NULL,
PRIMARY KEY (id
)
) ENGINE=InnoDB DEFAULT CHARSET= utf8;
--Create task table
CREATE TABLE tasks
(
id
int(11) NOT NULL AUTO_INCREMENT,
name
varchar(255) NOT NULL,
description
text NOT NULL,
PRIMARY KEY (id
)
) ENGINE=InnoDB DEFAULT CHARSET=utf8 ;
4. PHP server-side implementation
On the PHP server-side, we need to use the Workerman framework to monitor client connections and process corresponding requests.
require_once DIR . '/vendor/autoload.php';
use WorkermanWorker;
// Create a Worker listens to port 8080
$worker = new Worker('websocket://0.0.0.0:8080');
// Set the number of processes
$worker->count = 4;
// Triggered when the client connects
$worker->onConnect = function ($connection) {
echo "New connection
";
};
/ / Triggered when the client sends a message
$worker->onMessage = function ($connection, $data) {
// 解析客户端发来的数据 $request = json_decode($data, true); switch ($request['type']) { case 'get_achievements': // 获取所有成就 $achievements = get_achievements(); $connection->send(json_encode($achievements)); break; case 'get_tasks': // 获取所有任务 $tasks = get_tasks(); $connection->send(json_encode($tasks)); break; case 'complete_task': // 完成任务 $task_id = $request['task_id']; complete_task($task_id); $response = ['success' => true]; $connection->send(json_encode($response)); break; default: $response = ['success' => false, 'message' => 'Unknown command']; $connection->send(json_encode($response)); break; }
};
// Start Worker
Worker ::runAll();
// Get all achievements
function get_achievements()
{
// 查询数据库获取所有成就 // ... return $achievements;
}
// Get all tasks
function get_tasks()
{
// 查询数据库获取所有任务 // ... return $tasks;
}
// Complete the task
function complete_task($task_id)
{
// 更新数据库中对应任务的状态为已完成 // ...
}
?>
5. Unity3D client implementation
In the Unity3D client, we need to write scripts to communicate with the server and implement the logic of achievements and tasks.
using UnityEngine;
using WebSocketSharp;
public class GameClient : MonoBehaviour
{
private WebSocket webSocket; void Start() { // 创建WebSocket连接 webSocket = new WebSocket("ws://localhost:8080"); // 添加事件处理函数 webSocket.OnOpen += OnOpen; webSocket.OnMessage += OnMessage; webSocket.OnClose += OnClose; webSocket.OnError += OnError; // 连接服务器 webSocket.Connect(); } void OnDestroy() { // 关闭WebSocket连接 webSocket.Close(); } void OnOpen(object sender, System.EventArgs e) { // 连接成功后发送请求获取成就和任务 webSocket.Send("{"type":"get_achievements"}"); webSocket.Send("{"type":"get_tasks"}"); } void OnMessage(object sender, MessageEventArgs e) { // 处理服务器返回的数据 var response = JsonUtility.FromJson<Response>(e.Data); if (response.success) { switch (response.type) { case "achievements": // 处理成就数据 break; case "tasks": // 处理任务数据 break; default: // 处理其他类型的数据 break; } } else { Debug.LogError(response.message); } } void OnClose(object sender, CloseEventArgs e) { Debug.Log("Connection closed"); } void OnError(object sender, ErrorEventArgs e) { Debug.LogError(e.Message); } public void CompleteTask(int taskId) { // 发送完成任务的请求 webSocket.Send(string.Format("{{"type":"complete_task","task_id":{0}}}", taskId)); }
}
// Data structure returned by the server
[System .Serializable]
public class Response
{
public bool success; public string type; public string message;
}
6. Summary
Through the above steps, we have successfully used the combination of PHP and Unity3D Workerman implements the achievements and task system in the game. On this basis, the functions can be further improved and expanded to provide more gameplay and challenges. I hope this article can be helpful to everyone.
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