Ejemplo n.º 1
0
        public HFTConnectionManager(GameObject gameObject, HFTGameOptions options)
        {
            m_gameObject = gameObject;
            m_options    = new HFTRuntimeOptions(options);

            m_server               = new GameServer(m_options, gameObject);
            m_server.OnConnect    += Connected;
            m_server.OnDisconnect += Disconnected;

            m_hftManager          = new HFTManager();
            m_hftManager.OnReady += StartGameServer;
            m_hftManager.OnFail  += FailedToStart;
        }
Ejemplo n.º 2
0
        void Awake()
        {
            m_connectToServerOnStart = enabled;
            m_options = new HFTRuntimeOptions(happyfuntimesOptions);

            m_server = new GameServer(m_options, gameObject);
            m_server.OnConnect += Connected;
            m_server.OnDisconnect += Disconnected;

            m_hftManager = new HFTManager();
            m_hftManager.OnReady += StartGameServer;
            m_hftManager.OnFail  += FailedToStart;

            m_playerManager = new HFTPlayerManager(m_server, gameObject, players.Length, timeoutForDisconnectedPlayersToReconnect, GetPlayer);
        }
Ejemplo n.º 3
0
        void Awake()
        {
            m_connectToServerOnStart = enabled;
            m_options = new HFTRuntimeOptions(happyfuntimesOptions);

            m_server = new GameServer(m_options, gameObject);
            m_server.OnConnect += Connected;
            m_server.OnDisconnect += Disconnected;

            m_hftManager = new HFTManager();
            m_hftManager.OnReady += StartGameServer;
            m_hftManager.OnFail += FailedToStart;

            if (maxPlayers > 0)
            {
                int timeoutForDisconnectedPlayerToReconnect = 0;
                m_playerManager = new HFTPlayerManager(m_server, gameObject, maxPlayers, timeoutForDisconnectedPlayerToReconnect, GetPrefab);
            }
            else
            {
                m_server.OnPlayerConnect += StartNewPlayer;
            }
        }