void CreateOtherPlayerPuppets(NetworkViewID viewID) { DoomLog.Log("Creating Puppet: " + viewID); GameObject otherPlayer = Instantiate(puppetPrefab) as GameObject; otherPlayer.networkView.viewID = viewID; }
void OnEnable() { DoomLog.Log("Starting Server...."); bool useNat = !Network.HavePublicAddress(); Network.InitializeServer(players, listenPort, useNat); }
void OnDisable() { if (lastDebugLog == this) { lastDebugLog = null; } }
void OnPlayerDisconnected(NetworkPlayer player) { playerList.Remove(player); DoomLog.Log("Server: Clean up after player " + player); Network.RemoveRPCs(player); Network.DestroyPlayerObjects(player); }
void OnLevelWasLoaded(int level) { DoomLog.Log("Level Loaded"); requestedPuppets = Network.isServer; myPlayer = GameObject.FindGameObjectWithTag("Player"); myPuppet = Network.Instantiate(puppetPrefab, myPlayer.transform.position, myPlayer.transform.rotation, 1) as GameObject; }
void RequestPuppets(NetworkPlayer player) { DoomLog.Log("Sending new player Puppets"); GameObject[] puppetList = GameObject.FindGameObjectsWithTag("Puppet"); foreach (GameObject pup in puppetList) { if (player != pup.networkView.owner) { networkView.RPC("CreateOtherPlayerPuppets", player, pup.networkView.viewID); } } }
void OnDisconnectedFromServer(NetworkDisconnection info) { if (Network.isServer) { DoomLog.Log("Client: Local server connection disconnected"); } else if (info == NetworkDisconnection.LostConnection) { DoomLog.Log("Client: Lost connection to the server"); } else { DoomLog.Log("Client: Successfully diconnected from the server"); } Application.LoadLevel("Lobby"); }
void OnNetworkInstantiate(NetworkMessageInfo info) { DoomLog.Log("Client: New object instantiated by " + info.sender); }
void OnFailedToConnect(NetworkConnectionError error) { DoomLog.Log("Client: Could not connect to server: " + error); }
void OnConnectedToServer() { DoomLog.Log("Client: Connected to server"); Application.LoadLevel("TestSection"); }
void OnEnable() { DoomLog.Log("Attempting to connect to server...."); Network.Connect(hostStr, hostPort, DoomServer.srvPassword); }
void OnServerInitialized() { DoomLog.Log("Server: Server initialized and ready"); }
void OnPlayerConnected(NetworkPlayer player) { playerList.Add(player); DoomLog.Log("Server: Player " + playerCount++ + " connected from " + player.ipAddress + ":" + player.port); }
void OnEnable() { lastDebugLog = this; myText = GetComponent <GUIText>(); }