Beispiel #1
0
        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);
        }
    }
Beispiel #4
0
        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);
        }