Example #1
0
    void CreateOtherPlayerPuppets(NetworkViewID viewID)
    {
        DoomLog.Log("Creating Puppet: " + viewID);
        GameObject otherPlayer = Instantiate(puppetPrefab) as GameObject;

        otherPlayer.networkView.viewID = viewID;
    }
Example #2
0
    void OnEnable()
    {
        DoomLog.Log("Starting Server....");
        bool useNat = !Network.HavePublicAddress();

        Network.InitializeServer(players, listenPort, useNat);
    }
Example #3
0
 void OnDisable()
 {
     if (lastDebugLog == this)
     {
         lastDebugLog = null;
     }
 }
Example #4
0
    void OnPlayerDisconnected(NetworkPlayer player)
    {
        playerList.Remove(player);

        DoomLog.Log("Server: Clean up after player " + player);
        Network.RemoveRPCs(player);
        Network.DestroyPlayerObjects(player);
    }
Example #5
0
    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;
    }
Example #6
0
 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);
         }
     }
 }
Example #7
0
    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");
    }
Example #8
0
 void OnNetworkInstantiate(NetworkMessageInfo info)
 {
     DoomLog.Log("Client: New object instantiated by " + info.sender);
 }
Example #9
0
 void OnFailedToConnect(NetworkConnectionError error)
 {
     DoomLog.Log("Client: Could not connect to server: " + error);
 }
Example #10
0
 void OnConnectedToServer()
 {
     DoomLog.Log("Client: Connected to server");
     Application.LoadLevel("TestSection");
 }
Example #11
0
 void OnEnable()
 {
     DoomLog.Log("Attempting to connect to server....");
     Network.Connect(hostStr, hostPort, DoomServer.srvPassword);
 }
Example #12
0
 void OnServerInitialized()
 {
     DoomLog.Log("Server: Server initialized and ready");
 }
Example #13
0
    void OnPlayerConnected(NetworkPlayer player)
    {
        playerList.Add(player);

        DoomLog.Log("Server: Player " + playerCount++ + " connected from " + player.ipAddress + ":" + player.port);
    }
Example #14
0
 void OnEnable()
 {
     lastDebugLog = this;
     myText       = GetComponent <GUIText>();
 }