Inheritance: MonoBehaviour
Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     mainMenu = GameObject.Find ("Menu").GetComponent<Canvas>();
     gameUI = GameObject.Find ("GameUI").GetComponent<Canvas>();
     GameObject thePlayer = GameObject.Find("NetworkController");
     hud = thePlayer.GetComponent<NetworkManagerHUD>();
     showGameUI ();
 }
	// Use this for initialization
	void Start () {
		
		m_isHost = -1;
		
		NetManager m_nm = netmanager.GetComponent<NetManager> ();
		m_nm.IPAddress = "192.168.1.25";
		m_nm.Port = 7777;
		
		m_nethud = netmanager.GetComponent<NetworkManagerHUD> ();
		
		
	}
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        if (isLocalPlayer)
        {
            hud = GameObject.Find("NetworkManager").GetComponent<NetworkManagerHUD>();

            hud.enabled = false;
            GetComponent<NavMeshAgent>().enabled = true;
            GetComponent<Movement>().enabled = true;
            camera.SetActive(true);
            GUI.SetActive(true);
        }
    }
    // Use this for initialization
    void Start()
    {
        if (isLocalPlayer)
        {
            // Retrieves all components for current local player
            GM        = GameManager.instance;
            CC        = GetComponent <CharacterController>();
            NetHud    = FindObjectOfType <NetworkManagerHUD>();
            playerCam = GetComponentInChildren <Camera>();
            playerID  = GetComponent <NetworkIdentity>();
            // Disables scene elements
            NetHud.enabled = false;
            Camera.main.gameObject.SetActive(false);
        }

        Initialise();
    }
Beispiel #5
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    public void QuitGame()
    {
        Network.Disconnect();
        UnityEngine.SceneManagement.SceneManager.LoadScene("Menu");
        NetworkManagerHUD netHUD = GameObject.Find("NetworkManager").GetComponent <NetworkManagerHUD>();

        netHUD.showGUI = true;
        NetworkManager netMan = GameObject.Find("NetworkManager").GetComponent <NetworkManager>();

        if (isServer)
        {
            netMan.StopHost();
        }
        else
        {
            netMan.StopClient();
        }
    }
Beispiel #6
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    void Start()
    {
        NetworkManagerHUD netHUD = FindObjectOfType <NetworkManagerHUD>();

        if (netHUD != null)
        {
            if (SceneManager.GetActiveScene().name == "Lobby")
            {
                netHUD.showGUI = true;
                NetworkLobbyManager lobbyManager = FindObjectOfType <NetworkLobbyManager>();
                Button backButton = FindObjectOfType <Button>();
                backButton.onClick.AddListener(() => lobbyManager.StopHost());
            }
            else
            {
                netHUD.showGUI = false;
            }
        }
    }
Beispiel #7
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        public static NetworkManager GetNetworkManager(bool createMissing = false)
        {
            if (MasterNetAdapter.NetLib != NetworkLibrary.UNET)
            {
                return(null);
            }

            if (NetworkManager.singleton == null)
            {
                List <NetworkManager> found = FindObjects.FindObjectsOfTypeAllInScene <NetworkManager>();

                if (found.Count > 0)
                {
                    NetworkManager.singleton = found[0];
                }

                else if (createMissing)
                {
                    DebugX.LogWarning(!DebugX.logWarnings ? null : ("No NetworkManager in scene. Adding one now."));

                    GameObject nmGo = GameObject.Find("Network Manager");

                    if (nmGo == null)
                    {
                        nmGo = new GameObject("Network Manager");
                    }

                    NetworkManager.singleton = nmGo.AddComponent <NetworkManager>();

                    // If we are creating a missing NM, also create a HUD in case user wants that.
                    NetworkManagerHUD hud = nmGo.GetComponent <NetworkManagerHUD>();

                    if (!hud)
                    {
                        nmGo.AddComponent <NetworkManagerHUD>();
                    }

                    // Copy the playerprefab over from pun if it exists.
                }
            }

            return(NetworkManager.singleton);
        }
Beispiel #8
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    // Use this for initialization
    private void Start()
    {
        if (connected)
        {
            return;
        }

        manager = GetComponent <NetworkManagerHUD>();

        if (UINetworkManager.Host)
        {
            manager.manager.StartHost();
        }
        else
        {
            manager.manager.StartClient();
        }

        connected = true;
    }
Beispiel #9
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        /// <summary>
        /// MonoBehaviour method called on GameObject by Unity during early initialization phase.
        /// </summary>
        protected override void Awake()
        {
            // This test allows this component to be used in UNET scenes without breaking anything.
            if (MasterNetAdapter.NetLib != NetworkLibrary.PUN && NSTNetAdapter.NetLibrary != NetworkLibrary.PUN2)
            {
                Debug.LogWarning("Not using Photon PUN. Destroying " + typeof(PUNSampleLauncher).Name + " on GameObject " + name);
                Destroy(this);

                return;
            }

#if MIRROR || !UNITY_2019_1_OR_NEWER
#if UNITY_EDITOR || DEVELOPMENT_BUILD
            // Destroy any UNET stuff in the scene if we aren't running unet.
            if (MasterNetAdapter.NetLib != NetworkLibrary.UNET)
            {
                NetworkManagerHUD nmh = FindObjectOfType <NetworkManagerHUD>();
                if (nmh)
                {
                    Destroy(nmh);
                }

                NetworkManager nm = FindObjectOfType <NetworkManager>();
                if (nm)
                {
                    Destroy(nm);
                }
            }
#endif
#endif
            // we don't join the lobby. There is no need to join a lobby to get the list of rooms.
            //MasterNetAdapter.PUN_AutoJoinLobby = false;

            // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
            MasterNetAdapter.PUN_AutomaticallySyncScene = true;
        }
Beispiel #10
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    // Start is called before the first frame update
    void Start()
    {
        NetworkManagerHUD nm = NetworkRoomManager.singleton.GetComponent <NetworkManagerHUD>();

        nm.showGUI = true;
    }
Beispiel #11
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    //public bool gameStart = false;

    void Awake()
    {
        instance = this;
        DontDestroyOnLoad(gameObject);
        manager = GetComponent <NetworkManager>();
    }
 // Use this for initialization
 void Start()
 {
     hud = gameObject.GetComponent <NetworkManagerHUD> ();
 }
Beispiel #13
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 private void Awake()
 {
     _managerHud = GetComponent <NetworkManagerHUD>();
 }
Beispiel #14
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 private void Start()
 {
     networkHUD = FindObjectOfType<NetworkManagerHUD>();
     networking = GameObject.Find("NetworkCanvas");
 }
Beispiel #15
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 private void Awake()
 {
     networkHUD      = GameObject.Find("NetworkManager").GetComponent <NetworkManagerHUD>();
     networkUISystem = transform.Find("NetworkUIManager").GetComponent <NetworkUISystem>();
 }
Beispiel #16
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    // UI

    public static void EnableNetwork()
    {
        NetworkManagerHUD netUI = GameObject.Find("NetworkManager").GetComponentInChildren <NetworkManagerHUD>();

        netUI.showGUI = !netUI.showGUI;
    }
Beispiel #17
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    void Start()
    {

        for (int i = Teams.Count; i-- > 0;)
            Teams[i].start(i);

        netHUD = netManager.GetComponent<NetworkManagerHUD>();

    }
 // Use this for initialization
 void Start()
 {
     networkManagerHUD = GameObject.Find("NetworkManager").GetComponent <NetworkManagerHUD>();
 }
Beispiel #19
0
 // Use this for initialization
 private void Start()
 {
     _networkManagerHud = FindObjectOfType <NetworkManagerHUD>();
 }
 // Use this for initialization
 void Start()
 {
     networkManagerHUD = GameObject.Find("NetworkManager").GetComponent<NetworkManagerHUD>();
 }
 // Start is called before the first frame update
 void Start()
 {
     this.networkManagerHUD    = GetComponent <NetworkManagerHUD>();
     SceneManager.sceneLoaded += this.OnSceneLoaded;
 }
Beispiel #22
0
 // Use this for initialization
 void Start()
 {
     hud = FindObjectOfType <NetworkManagerHUD>();
 }
Beispiel #23
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 void Awake()
 {
     Instance = this;
 }
Beispiel #24
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 private void Awake()
 {
     mainMenu   = transform.Find("Main Menu").gameObject;
     networkHUD = manager.GetComponent <NetworkManagerHUD>();
 }
Beispiel #25
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 // Use this for initialization
 void Start()
 {
     networkManager = NetworkLobbyManager.singleton;
     jugador        = GameObject.FindGameObjectWithTag("Jugador");
     HUD            = GetComponent <NetworkManagerHUD> ();
 }
Beispiel #26
0
        public static NetworkManager GetNetworkManager(bool createMissing = false)
        {
            if (MasterNetAdapter.NetLib != NetworkLibrary.UNET)
            {
                return(null);
            }

            if (NetworkManager.singleton == null)
            {
#if MIRROR
                List <NetworkManager> mirrorNM = FindObjects.FindObjectsOfTypeAllInScene <Mirror.NetworkManager>();
                if (mirrorNM.Count > 0)
                {
                    return(mirrorNM[0]);
                }
#endif

                List <NetworkManager> found = FindObjects.FindObjectsOfTypeAllInScene <NetworkManager>();

                if (found.Count > 0)
                {
                    NetworkManager.singleton = found[0];
                }

                else if (createMissing)
                {
                    Debug.Log("<b>Adding Network Manager</b>");
                    XDebug.LogWarning(!XDebug.logWarnings ? null : ("No NetworkManager in scene. Adding one now."));

                    GameObject nmGo = GameObject.Find("Network Manager");

                    if (nmGo == null)
                    {
                        nmGo = new GameObject("Network Manager");
                    }

                    NetworkManager.singleton = nmGo.AddComponent <NetworkManager>();

                    // If we are creating a missing NM, also create a HUD in case user wants that.
                    NetworkManagerHUD hud = nmGo.GetComponent <NetworkManagerHUD>();

                    if (!hud)
                    {
                        nmGo.AddComponent <NetworkManagerHUD>();
                    }

                    // Copy the playerprefab over from pun if it exists.

                    //#if MIRROR
                    //					var unetHUD = nmGo.GetComponent<UnityEngine.Networking.NetworkManagerHUD>();
                    //					if (unetHUD)
                    //						Object.DestroyImmediate(unetHUD);

                    //					var unetNM = nmGo.GetComponent<UnityEngine.Networking.NetworkManager>();
                    //					if (unetNM)
                    //						Object.DestroyImmediate(unetNM);

                    //#endif
                }
            }

            return(NetworkManager.singleton);
        }
 public override void OnClientConnect(NetworkConnection conn)
 {
     Debug.Log ("OnPlayerConnected");
     hud = GetComponent<NetworkManagerHUD>();
     hud.enabled = false;
 }