public void Setup() { server = new NetworkManagerServer(); client = new NetworkManagerClient("127.0.0.1"); compareLogic = new CompareLogic(); }
public void PlayerGetCommand(NetworkManagerServer.PlayerHandMessage playerHandMessage) { foreach (Player player in players) { if (player.id == playerHandMessage.connectionId) { player.commandStack.AddRange(playerHandMessage.command); player.generateHand(); networkManager.ServerSendHand(new NetworkManagerServer.PlayerHandMessage() { command = new int[0], hand = player.handStack.ToArray(), connectionId = playerHandMessage.connectionId }); } } }
void Start() { if (networkManager == null) networkManager = FindObjectOfType<NetworkManagerServer>(); networkManager.onClientConnected += new NetworkManagerServer.ClientConnectEventHandler(PlayerConnected); networkManager.onClientDisconnected += new NetworkManagerServer.ClientDisconnectEventHandler(PlayerDisconnected); networkManager.onClientData += new NetworkManagerServer.CliendDataEventHandler(PlayerGetCommand); for (int i = 0; i < 8; i++) { var prefabs = Resources.LoadAll("Pickups"); var prefab = prefabs[UnityEngine.Random.Range(0, prefabs.Length)]; Pickup pickup = (Instantiate(prefab) as GameObject).GetComponent<Pickup>(); pickup.Init(pickup.gameObject, this); pickups.Add(pickup); } }
public bool Init(int map_id, byte world_id = 1) { core.LogHelper.LogInfo($"GameHost.Init {map_id}, {world_id}"); //World.StaticInit(ACDataStorage.MAP[map_id].ResourceDataPath); Engine.sInstance.IsServer = true; NetworkManagerServer.StaticInit(65001, 2, 25); GameObjectRegistry.sInstance.IsHost = true; GameObjectRegistry.sInstance.RegisterAll(System.Reflection.Assembly.GetExecutingAssembly(), "Server.S", true); JsonData.Instance.LoadOriginalData(); JsonData.Instance.LoadData(true, false); //Instance = new GameHost(); //if (!World.StaticInit(mapData.ResourceDataPath)) // return false; World.Map = ACDC.MapData[map_id]; NetworkManagerServer.sInstance.IsBattleAuth = false; NetworkManagerServer.sInstance.IsPermitDebugUser = true; SActor.EnableDebugCommand = true; PlayerController.EnableAiSwitch = false; PlayerController.mTimeBetweenStatePackets = 30f; GameMode.ReadyTimeout = 3; NetworkManagerServer.sInstance.Clear(world_id); World.Instance(world_id).Reset(true, NetworkManagerServer.sInstance); World.Instance(world_id).GameMode.Init(map_id, 1, 1); //World.Instance(world_id).GameMode.game_mode.SetModeData(ret); //mNewPlayerId[world_id] = ret.players.Count + 1; return(true); }