Beispiel #1
0
        private static void ConnectToServer()
        {
            if (!Client.Instance.isConnected)
            {
                Log("Connecting to Server...");
                _connectionInfo.UpdateText("Connecting to server...");

                if (_ipInput.GetText() != "")
                {
                    MultiplayerClient.settings.host = _ipInput.GetText();
                }
                if (_portInput.GetText() != "")
                {
                    MultiplayerClient.settings.port = int.Parse(_portInput.GetText());
                }
                if (_usernameInput.GetText() != "")
                {
                    MultiplayerClient.settings.username = _usernameInput.GetText();
                }

                PlayerManager.activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;

                _connectRoutine = Client.Instance.StartCoroutine(Connect());

                Log("Connected to Server!");
                _connectionInfo.UpdateText("Connected to server.");
            }
            else
            {
                Log("Already connected to the server!");
            }
        }
Beispiel #2
0
 private static void SendMessage(string buttonName)
 {
     if (Client.Instance.isConnected)
     {
         Log(_chatInput.GetText());
         ClientSend.Chat(Client.Instance.myId, _chatInput.GetText());
     }
     MultiplayerClient.Instance.herochat.text = _chatInput.GetText();
 }