Example #1
0
 public void startServer()
 {
     //gamename:playername:numon server:
     if (serverNameInput.text.Length < 1 || playerNameInput.text.Length < 1 || serverNameInput.text.Contains(":") || playerNameInput.text.Contains(":"))
     {
         Debug.Log("Server and Player Name must be filled and can't contain the symbol ':'");
     }
     else
     {
         playerInput.SetActive(false);
         serverInput.SetActive(false);
         serverB.SetActive(false);
         clientB.SetActive(false);
         endB.SetActive(true);
         LoadCanvas.SetActive(false);
         LobbyCanvas.SetActive(true);
         StartCanvas.SetActive(false);
         Initialize();
         broadcastData = serverNameInput.text + ":" + playerNameInput.text + ":" + 0;
         StartAsServer();
         NetworkLobbyManager.singleton.matchName = serverNameInput.text;
         netmanager.playerName = playerNameInput.text;
         NetworkLobbyManager.singleton.StartHost();
     }
 }
Example #2
0
    //m_msgOutBuffer needs to be set to null on broadcast stop
    public void endBroadcast()
    {
        //StopClient();
        playerInput.SetActive(true);
        LoadCanvas.SetActive(true);
        serverInput.SetActive(true);
        serverB.SetActive(true);
        clientB.SetActive(true);
        endB.SetActive(true);
        LobbyCanvas.SetActive(true);
        StartCanvas.SetActive(true);
        //StopBroadcast();
        try
        {
            Debug.Log("stophost");
            NetworkLobbyManager.singleton.StopHost();
        }
        catch
        {
            Debug.Log("No Server In Lobby");
        }

        try
        {
            Debug.Log("stop client");
            NetworkLobbyManager.singleton.StopClient();
        }
        catch
        {
            Debug.Log("No Client In Lobby");
        }


        SceneManager.LoadScene("offline");
    }
Example #3
0
 public void LobbyConnection()
 {
     PhotonNetwork.playerName = myUsername.text;
     if (PhotonNetwork.connected)
     {
         PhotonNetwork.JoinLobby();
         myText.text = "Joined Lobby";
         LobbyCanvas.SetActive(true);
         LoginCanvas.SetActive(false);
     }
     else
     {
         PhotonNetwork.ConnectUsingSettings(VERSION);
     }
 }
Example #4
0
 public void startClient()
 {
     StopAllCoroutines();
     StartCoroutine(CleanUp());
     StartCanvas.SetActive(true);
     LoadCanvas.SetActive(false);
     LobbyCanvas.SetActive(false);
     playerInput.SetActive(false);
     serverInput.SetActive(false);
     serverB.SetActive(false);
     clientB.SetActive(false);
     endB.SetActive(true);
     Initialize();
     netmanager.playerName = playerNameInput.text;
     StartAsClient();
 }
Example #5
0
    public void Awake()
    {
        Initialize();
        glControl   = this.transform.GetComponent <GameListController>();
        playerInput = GameObject.Find("PlayerName");
        serverInput = GameObject.Find("ServerName");
        serverB     = GameObject.Find("Server Broadcast");
        clientB     = GameObject.Find("Client Broadcast");
        endB        = GameObject.Find("End Broadcast");
        LoadCanvas  = GameObject.Find("LoadCanvas");
        LobbyCanvas = GameObject.Find("LobbyCanvas");
        StartCanvas = GameObject.Find("StartCanvas");

        transform.GetChild(3).gameObject.SetActive(false);
        netmanager     = GetComponent <MyNetworkManager>();
        thisNetworkDis = this.gameObject;
        endB.SetActive(false);
        LoadCanvas.SetActive(false);
        LobbyCanvas.SetActive(false);
        serverNameInput = serverInput.transform.GetChild(1).GetComponent <Text>();
        playerNameInput = playerInput.transform.GetChild(1).GetComponent <Text>();
    }