Example #1
0
    void Start()
    {
        UnityEngine.Application.runInBackground = true;
        ClientScene.RegisterPrefab(prefabPlayer);

        for (int i = 0; i < objectsToSpawn.Count; i++)
        {
            ClientScene.RegisterPrefab(objectsToSpawn[i]);
        }
    }
Example #2
0
        public override void OnStartClient()
        {
            var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs");

            foreach (var prefab in spawnablePrefabs)
            {
                ClientScene.UnregisterPrefab(prefab);
                ClientScene.RegisterPrefab(prefab);
            }
        }
Example #3
0
    // Use this for initialization
    void Start()
    {
        WaveConfig waveConfig = GetComponent <SpawnManager>().WaveCfg;

        foreach (Wave wave in waveConfig.waves)
        {
            ClientScene.RegisterPrefab(wave.UnitPrefab);
            Debug.Log("Register " + wave.UnitPrefab.name);
        }
    }
Example #4
0
    void CmdAddPlayerInGame(GameObject owner, int pNum)
    {
        print("CmdAddPlayerInGameCalled");
        ClientScene.RegisterPrefab(Player);
        GameObject curPlayer = Instantiate(Player, dataHandler.GetPlayerSpawn(pNum), Quaternion.identity);

        curPlayer.GetComponent <NeonHeightsPlayer>().InitializePlayer(pNum);
        NetworkServer.Spawn(curPlayer, owner);
        dataHandler.AddPlayerObject(curPlayer, pNum);
    }
Example #5
0
    //On start client, loop through spawnable prefabs
    //register prefabs
    public override void OnStartClient()
    {
        var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs").ToList();

        foreach (var prefab in spawnablePrefabs)
        {
            //Register each prefab with spawning system
            ClientScene.RegisterPrefab(prefab);
        }
    }
    internal void RegisterClientData()
    {
        // Just use default handler
        myClient.RegisterHandler(MsgType.Connect, OnClientConnected);
        myClient.RegisterHandler(kReadyMsgId, OnClientReadyInternal);
        myClient.RegisterHandler(kStringMsgId, OnClientStringMessage);

        ClientScene.RegisterPrefab(GetBridgeScript.playerPrefab);
        ClientScene.RegisterPrefab(GetBridgeScript.rocketPrefab);
    }
Example #7
0
 /// <summary>
 /// Registers the prefabs of all registered matters to Mirror's spawn system.
 /// </summary>
 public static void RegisterSpawnablePrefabs()
 {
     foreach (Matter m in matters.Values)
     {
         if (!ClientScene.prefabs.ContainsKey(m.GetPrefab().GetComponent <NetworkIdentity>().assetId))
         {
             ClientScene.RegisterPrefab(m.GetPrefab());
         }
     }
 }
Example #8
0
        public override void OnClientSceneChanged(NetworkConnection conn)
        {
            base.OnClientSceneChanged(conn);
            var nets = Resources.LoadAll <NetworkIdentity>("NetworkPrefabs");

            foreach (var net in nets)
            {
                ClientScene.RegisterPrefab(net.gameObject);
            }
        }
Example #9
0
 public void registerPrefabs()
 {
     ClientScene.RegisterPrefab(walkable_tile_prefab);
     ClientScene.RegisterPrefab(nonwalkable_tile_prefab);
     ClientScene.RegisterPrefab(nonwalkable_tile_two_prefab);
     ClientScene.RegisterPrefab(town_tile_prefab);
     ClientScene.RegisterPrefab(npc_prefab);
     ClientScene.RegisterPrefab(portal_prefab);
     ClientScene.RegisterPrefab(dungeon_portal_prefab);
 }
Example #10
0
 private static void RegisterClientPrefabsNStuff()
 {
     foreach (var h in ThingsToHash)
     {
         if (h.Prefab.GetComponent <NetworkIdentity>() != null)
         {
             h.Prefab.GetComponent <NetworkIdentity>().SetFieldValue("m_AssetId", NullHash);
         }
         ClientScene.RegisterPrefab(h.Prefab, NetworkHash128.Parse(MakeHash(h.GoName + h.CallPath + h.CallMember + h.CallLine)));
     }
 }
Example #11
0
 private static void RegisterClientPrefabsNStuff()
 {
     foreach (HashStruct h in thingsToHash)
     {
         if ((h.prefab.GetComponent <NetworkIdentity>() != null))
         {
             h.prefab.GetComponent <NetworkIdentity>().SetFieldValue <NetworkHash128>("m_AssetId", nullHash);
         }
         ClientScene.RegisterPrefab(h.prefab, NetworkHash128.Parse(MakeHash(h.goName + h.callPath + h.callMember + h.callLine.ToString())));
     }
 }
    public override void OnStartClient()
    {
        ClientScene.RegisterPrefab((GameObject)Resources.Load("Estulo_Myriapoda"));
        ClientScene.RegisterPrefab((GameObject)Resources.Load("Estulo_Humanoid_RigidbodyFirstPerson"));

        //  sub scripts (no if needed)
        if (!parentNetId.IsEmpty())
        {
            transform.SetParent(ClientScene.FindLocalObject(parentNetId).transform);
        }
    }
Example #13
0
    protected virtual void Awake()
    {
        foreach (var prefab in projectilePrefabs)
        {
            ClientScene.RegisterPrefab(prefab);
        }

        OnProjectileSpawned = new ProjectileSpawned();
        OnProjectileRaycast = new ProjectileRaycast();
        TriggerDown         = false;
    }
 public void Start()
 {
     WaitingBox = GameObject.Find("WaitingBox");
     if (WaitingBox)
     {
         WaitingBox.SetActive(false);
     }
     networkState   = NetworkState.Offline;
     networkManager = NetworkManager.singleton as LocalNetworkManager;
     ClientScene.RegisterPrefab(gameSessionPrefab);
 }
 public void Start()
 {
     if (lobbyCamera != null)
     {
         lobbyCamera.SetActive(true);
     }
     foreach (GameObject playerPrefab in playerPrefabs.GetComponent <PrefabHolder>().prefabs)
     {
         ClientScene.RegisterPrefab(playerPrefab);
     }
 }
Example #16
0
    public void Start()
    {
        ClientScene.RegisterPrefab(gameManagerPrefab);

        networkState = NetworkState.Offline;

        //networkStateField = GameObject.Find("UI_NetworkStateField").GetComponent<Text>();

        mainViewParent.SetActive(false);
        disconnectButton.SetActive(false);
    }
Example #17
0
 void ClientConnectServerCallback(NetworkMessage msg)
 {
     print("已连接");
     //告诉服务器准备完毕
     ClientScene.Ready(msg.conn);
     //向服务器注册预设体(预设体必须是网络对象)
     ClientScene.RegisterPrefab(playerPre);
     //向服务器发送添加游戏对象的请求
     //服务器在接收这个请求之后会自动调用 添加游戏玩家的回调方法
     ClientScene.AddPlayer(31);
 }
Example #18
0
        /// <summary>
        /// This is invoked when the client is started.
        /// </summary>
        public override void OnStartClient()
        {
            base.OnStartClient();

            var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs");

            foreach (var item in spawnablePrefabs)
            {
                ClientScene.RegisterPrefab(item);
            }
        }
Example #19
0
 private void RegisterPrefabs()
 {
     // Make ASYNC?
     foreach (GameObject prefab in Resources.LoadAll <GameObject>("Prefabs"))
     {
         if (prefab.GetComponent <NetworkIdentity>())
         {
             ClientScene.RegisterPrefab(prefab);
         }
     }
 }
Example #20
0
 // called when connected to a server
 public override void OnClientConnect(NetworkConnection conn)
 {
     Object[] prefabs = Resources.LoadAll("ConstructableBuildings");
     foreach (Object g in prefabs)
     {
         ClientScene.RegisterPrefab((GameObject)g);
     }
     //Debug.LogError ("Client Connected");
     ClientScene.Ready(conn);
     ClientScene.AddPlayer(0);
 }
Example #21
0
    public override void OnStartServer()
    {
        base.OnStartServer();

        this.playerPrefab = Resources.Load("ships/dark_fighter_631") as GameObject;
        //GameObject pref = Resources.Load("ships/dark_fighter_631") as GameObject;
        ClientScene.RegisterPrefab(this.playerPrefab);
        // pref = Resources.Load("ships/lasergreen") as GameObject;
        //ClientScene.RegisterPrefab(pref);
        //Debug.Log("onStartServer");
    }
Example #22
0
 /// <summary>
 /// We need to register the prefabs before it is able to be instantiated on the network.
 /// </summary>
 private void RegisterPrefabs()
 {
     GameObject[] prefabs = Resources.LoadAll <GameObject>("");
     foreach (GameObject g in prefabs)
     {
         if (g.GetComponent <NetworkIdentity>() != null)
         {
             ClientScene.RegisterPrefab(g);
         }
     }
 }
Example #23
0
 private void Awake()
 {
     if (!isServer)
     {
         Debug.Log("[ItemSpawnManager] Registering item prefabs");
         ClientScene.RegisterPrefab(trapPrefab);
         ClientScene.RegisterPrefab(itemPrefab);
         ClientScene.RegisterPrefab(keyPrefab);
         ClientScene.RegisterPrefab(advancedPistolPrefab);
     }
 }
Example #24
0
 private static void RegisterClientPrefabsNStuff(On.RoR2.Networking.GameNetworkManager.orig_OnStartClient orig, RoR2.Networking.GameNetworkManager self, UnityEngine.Networking.NetworkClient newClient)
 {
     orig(self, newClient);
     foreach (HashStruct h in thingsToHash)
     {
         if (h.prefab.HasComponent <NetworkIdentity>())
         {
             h.prefab.GetComponent <NetworkIdentity>().SetFieldValue <NetworkHash128>("m_AssetId", nullHash);
         }
         ClientScene.RegisterPrefab(h.prefab, NetworkHash128.Parse(MakeHash(h.goName + h.callPath + h.callMember + h.callLine.ToString())));
     }
 }
        // -- Methods --
        //public void Awake ()
        //{

        //}

        public void Start()
        {
            FinishedLoading = false;
            //Debug.Log("player controller spawn handler registered");
            // Register player object spawn handler
            ClientScene.RegisterPrefab(player_prefab,
                                       playerControllerSpawnHandler,
                                       playerControllerDespawnHandler);
            oem = new OptionalEventModule();
            oem.AllowNoEventListeners = false;
            FinishedLoading           = true;
        }
        public override void OnStartClient()
        {
            //normally we should run the method from the base/parent class
            //but the OnStartClient() from Network Manager is empty;
            //base.OnStartClient();
            var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs");

            foreach (var prefab in spawnablePrefabs)
            {
                ClientScene.RegisterPrefab(prefab);
            }
        }
Example #27
0
    public void Start()
    {
        ClientScene.RegisterPrefab(card);
        ClientScene.RegisterPrefab(user_);
        previewCard = Instantiate(CardView_, this.transform);
        previewCard.transform.parent        = this.transform;
        previewCard.transform.localPosition = new Vector3(0, 1.8f, 0);

        CurrentStatus = GameObject.Find("WinOrLoose").GetComponent <TextMeshProUGUI>();
        WinSign       = GameObject.Find("WinSign").GetComponent <TextMeshProUGUI>();
        LooseSign     = GameObject.Find("LooseSign").GetComponent <TextMeshProUGUI>();
    }
    void RegisterPrefabAndAddPlayer(NetworkConnection conn)
    {
        string playerPrefabName = "prefabs/players/blue_shrimp";
        var    prefab           = Resources.Load(playerPrefabName) as GameObject;

        ClientScene.RegisterPrefab(prefab);

        StringMessage message = new StringMessage(playerPrefabName);

        //call add player with the message
        ClientScene.AddPlayer(conn, 1, message);
    }
Example #29
0
 // Use this for initialization
 void Start()
 {
     if (!ran)
     {
         foreach (GameObject prefab in prefabs)
         {
             ClientScene.RegisterPrefab(prefab);
         }
         ran = true;
         Debug.Log("RegisteringPrefabs");
     }
 }
Example #30
0
    void RegisterClientPrefabs()
    {
        if (playerPrefab != null)
        {
            ClientScene.RegisterPrefab(playerPrefab);
        }

        foreach (var p in prefabs)
        {
            ClientScene.RegisterPrefab(p);
        }
    }