public override void OnStartClient() { //To stop logs : Debug.unityLogger.logEnabled = true; var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs"); foreach (var prefab in spawnablePrefabs) { Debug.Log("Loading spawanable prefabs :" + prefab); ClientScene.RegisterPrefab(prefab); } }
/// <summary> /// This is invoked when the client is started. /// </summary> public override void OnStartClient() { if (roomPlayerPrefab == null || roomPlayerPrefab.gameObject == null) { Debug.LogError("NetworkRoomManager no RoomPlayer prefab is registered. Please add a RoomPlayer prefab."); } else { ClientScene.RegisterPrefab(roomPlayerPrefab.gameObject); } if (playerPrefab == null) { Debug.LogError("NetworkRoomManager no GamePlayer prefab is registered. Please add a GamePlayer prefab."); } OnRoomStartClient(); }
internal void RegisterClientMessages() { NetworkClient.RegisterHandler<ConnectMessage>(OnClientConnectInternal); NetworkClient.RegisterHandler<DisconnectMessage>(OnClientDisconnectInternal); NetworkClient.RegisterHandler<NotReadyMessage>(OnClientNotReadyMessageInternal); NetworkClient.RegisterHandler<ErrorMessage>(OnClientErrorInternal); NetworkClient.RegisterHandler<SceneMessage>(OnClientSceneInternal); if (playerPrefab != null) { ClientScene.RegisterPrefab(playerPrefab); } for (int i = 0; i < spawnPrefabs.Count; i++) { GameObject prefab = spawnPrefabs[i]; if (prefab != null) { ClientScene.RegisterPrefab(prefab); } } }
internal void RegisterClientMessages(NetworkClient client) { client.RegisterHandler((short)MsgType.Connect, OnClientConnectInternal); client.RegisterHandler((short)MsgType.Disconnect, OnClientDisconnectInternal); client.RegisterHandler((short)MsgType.NotReady, OnClientNotReadyMessageInternal); client.RegisterHandler((short)MsgType.Error, OnClientErrorInternal); client.RegisterHandler((short)MsgType.Scene, OnClientSceneInternal); if (m_PlayerPrefab != null) { ClientScene.RegisterPrefab(m_PlayerPrefab); } for (int i = 0; i < m_SpawnPrefabs.Count; i++) { var prefab = m_SpawnPrefabs[i]; if (prefab != null) { ClientScene.RegisterPrefab(prefab); } } }
public override void OnStartClient() { if (lobbyPlayerPrefab == null || lobbyPlayerPrefab.gameObject == null) { Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab."); } else { ClientScene.RegisterPrefab(lobbyPlayerPrefab.gameObject); } if (playerPrefab == null) { Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab."); } else { ClientScene.RegisterPrefab(playerPrefab); } OnLobbyStartClient(); }
// ------------------------ client handlers ------------------------ public override void OnStartClient(NetworkClient lobbyClient) { if (lobbySlots.Length == 0) { lobbySlots = new NetworkLobbyPlayer[maxPlayers]; } if (m_LobbyPlayerPrefab == null || m_LobbyPlayerPrefab.gameObject == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab."); } } else { ClientScene.RegisterPrefab(m_LobbyPlayerPrefab.gameObject); } if (m_GamePlayerPrefab == null) { if (LogFilter.logError) { Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab."); } } else { ClientScene.RegisterPrefab(m_GamePlayerPrefab); } lobbyClient.RegisterHandler(UnityEngine.Networking.MsgType.LobbyReadyToBegin, OnClientReadyToBegin); lobbyClient.RegisterHandler(UnityEngine.Networking.MsgType.LobbyAddPlayerFailed, OnClientAddPlayerFailedMessage); OnLobbyStartClient(lobbyClient); }