// 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> (); }
// 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(); }
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(); } }
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; } } }
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); }
// 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; }
/// <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; }
// Start is called before the first frame update void Start() { NetworkManagerHUD nm = NetworkRoomManager.singleton.GetComponent <NetworkManagerHUD>(); nm.showGUI = true; }
//public bool gameStart = false; void Awake() { instance = this; DontDestroyOnLoad(gameObject); manager = GetComponent <NetworkManager>(); }
// Use this for initialization void Start() { hud = gameObject.GetComponent <NetworkManagerHUD> (); }
private void Awake() { _managerHud = GetComponent <NetworkManagerHUD>(); }
private void Start() { networkHUD = FindObjectOfType<NetworkManagerHUD>(); networking = GameObject.Find("NetworkCanvas"); }
private void Awake() { networkHUD = GameObject.Find("NetworkManager").GetComponent <NetworkManagerHUD>(); networkUISystem = transform.Find("NetworkUIManager").GetComponent <NetworkUISystem>(); }
// UI public static void EnableNetwork() { NetworkManagerHUD netUI = GameObject.Find("NetworkManager").GetComponentInChildren <NetworkManagerHUD>(); netUI.showGUI = !netUI.showGUI; }
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>(); }
// 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; }
// Use this for initialization void Start() { hud = FindObjectOfType <NetworkManagerHUD>(); }
void Awake() { Instance = this; }
private void Awake() { mainMenu = transform.Find("Main Menu").gameObject; networkHUD = manager.GetComponent <NetworkManagerHUD>(); }
// Use this for initialization void Start() { networkManager = NetworkLobbyManager.singleton; jugador = GameObject.FindGameObjectWithTag("Jugador"); HUD = GetComponent <NetworkManagerHUD> (); }
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; }