public void Retry() { NetworkManager_Custom nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); nw.ServerChangeScene("Level" + (SceneManager.GetActiveScene().buildIndex)); Time.timeScale = 1f; }
public void MainMenu() { GameObject networkManager = GameObject.FindGameObjectWithTag("NetworkManager"); GameObject.Destroy(networkManager); NetworkManager_Custom.Shutdown(); SceneManager.LoadScene(0); }
IEnumerator TryToConnectToPublicServer() { NetworkManager_Custom manager = this.GetComponent <NetworkManager_Custom>(); manager.matchName = ""; // Making this string empty will be a joker for us to get all public matches manager.StartMatchMaker(); //Try to find all public roomcodes and join the public one with the least amount of players float timer = 0f; float intervals = 0.25f; manager.matchMaker.ListMatches(0, 20, manager.matchName, true, 0, 0, manager.OnMatchList); Debug.Log("Sent list request, about to wait now"); while (timer < 5f && manager.matches == null) { timer += intervals; yield return(new WaitForSeconds(intervals)); } if (manager.matches != null) { Debug.Log("Matches don't equal null"); if (manager.matches.Count == 0) { Debug.Log("No matches fit description"); StartPublicServer(); } else { Debug.Log("Found a match matching the details! Going to join the first one."); int smallestPlayerCount = 999; string smallestPlayerRoomcode = ""; NetworkID smallestNetworkID = NetworkID.Invalid; for (int i = 0; i < manager.matches.Count; i++) { if (manager.matches[i].currentSize < smallestPlayerCount && manager.matches[i].currentSize < manager.matches[i].maxSize) { smallestPlayerCount = manager.matches[i].currentSize; smallestPlayerRoomcode = manager.matches[i].name; smallestNetworkID = manager.matches[i].networkId; } } if (smallestPlayerCount == 999) { StartPublicServer(); } manager.matchName = smallestPlayerRoomcode; string password = ""; manager.matchMaker.JoinMatch(smallestNetworkID, password, "", "", 0, 0, manager.OnMatchJoined); } } else { StartPublicServer(); } }
public void nextLevel() { NetworkManager_Custom nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); nw.ServerChangeScene("Level" + (PlayerPrefs.GetInt("LevelReached"))); Time.timeScale = 1f; if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } player.GetComponent <PlayerController> ().paused = false; }
public void Retry() { NetworkManager_Custom nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); nw.ServerChangeScene("Level" + (SceneManager.GetActiveScene().buildIndex)); Time.timeScale = 1f; if (player == null) { player = GameObject.FindGameObjectWithTag("Player"); } player.GetComponent <PlayerController> ().paused = false; PauseMenu.GameIsPaused = false; }
void Start() { //NetworkManager_Custom取得 manager_ = GetComponent<NetworkManager_Custom>(); Debug.Log(manager_); //マッチメイクの準備 Debug.Log("Start Match Maker"); manager_.StartMatchMaker(); manager_.matchName = matchName; manager_.matchSize = matchSize; match_ = manager_.matchMaker; }
public void ConnectPlayerToRoomcode(bool retryMultipleTimes = false) { NetworkManager_Custom manager = this.GetComponent <NetworkManager_Custom>(); manager.StartMatchMaker(); int retries = 0; if (retryMultipleTimes) { retries = 10; } StartCoroutine(ConnectToRoomWhenLoaded(manager, false, retries)); }
void Start() { // assign starthost and joingame their onclicks // This is done programmically so we are able to assign a new networkmanager as onclick NetworkManager_Custom nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); NetworkManager.singleton.StartMatchMaker(); Debug.Log(nw.ToString()); if (startHost && joinGame) { //startHost.onClick.AddListener(delegate { nw.CreateInternetMatch(); }); startHost.onClick.AddListener(delegate { nw.FindOrStartInternetMatch(); }); //joinGame.onClick.AddListener(delegate { nw.FindInternetMatch(); }); } }
public void StartPublicServer() { foreach (TextMeshProUGUI textObj in LoadingPanel.GetComponentsInChildren <TextMeshProUGUI>()) { if (textObj.name == "EditableText") { textObj.text = "Creating public match..."; break; } } Debug.Log("Starting public server since no public room is available"); NetworkManager_Custom manager = this.GetComponent <NetworkManager_Custom>(); manager.matchName = GenerateMatchName(); manager.matchMaker.CreateMatch(manager.matchName, manager.matchSize, true, "", "", "", 0, 0, manager.OnMatchCreate); }
void Start() { if (custom_singleton == null) { custom_singleton = this; } else if (custom_singleton != this) { Destroy(gameObject); } if (NetworkManager.singleton.matchMaker == null) { NetworkManager.singleton.StartMatchMaker(); } }
//When Level won, transition PlayerPrefs to next level... //Levels get unlock according. Level is automatically faded to new Level. public void WinLevel() { int currentLevel = SceneManager.GetActiveScene().buildIndex; PlayerPrefs.SetInt("LevelReached", currentLevel + 1); Debug.Log(PlayerPrefs.GetInt("LevelReached")); NetworkManager_Custom nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); if (currentLevel <= 3) { //nw.ServerChangeScene ("Level" + (currentLevel + 1)); Time.timeScale = 0f; } else { SceneManager.LoadScene(0); } }
void Start() { hClntSock = RealTimeConnect.instance.GetSocket(); SceneMoveComplete(); #region LoadManagers cm = GameObject.Find("ChatterManager").GetComponent <ChatterManager>(); crClm = GameObject.Find("CRClientListManager").GetComponent <CRClientListManager>(); csm = GameObject.Find("ClientStateManager").GetComponent <ClientStateManager>(); nmc = GameObject.Find("NetworkManager").GetComponent <NetworkManager_Custom>(); mm = GameObject.Find("MapManager").GetComponent <MapManager>(); failMessage = GameObject.Find("Error").transform.GetChild(0).gameObject; leaveButton = GameObject.Find("Leave").GetComponent <Button>(); leaveButton.onClick.AddListener(() => ClientLeaveRequest()); #endregion }
//Function is called when a player tries to start a new private match public void ButtonStartServer(string roomCodeKnown = "") { NetworkManager_Custom manager = this.GetComponent <NetworkManager_Custom>(); if (LoadingPanel == null) { LoadingPanel = FindInActiveObjectByName("EndLoadingPanel"); } if (LoadingPanel != null) { LoadingPanel.SetActive(true); } manager.StartMatchMaker(); if (roomCodeKnown != "") { manager.matchName = roomCodeKnown; } else { manager.matchName = GenerateMatchName(); } Debug.Log("Manager match name - " + manager.matchName); StartCoroutine(startServerAfterStuff(manager, roomCodeKnown)); }
/// <summary> /// Quit the game /// </summary> public void QuitGame() { //Application.Quit(); NetworkManager_Custom network = (NetworkManager_Custom)FindObjectOfType(typeof(NetworkManager_Custom)); if (network.isServer) { network.StopClient(); network.StopHost(); network.StopServer(); Destroy(network.gameObject); NetworkManager_Custom.Shutdown(); } else { network.StopClient(); Destroy(network.gameObject); NetworkManager_Custom.Shutdown(); } //SceneManager.LoadScene("PrincipalMain"); Debug.Log("Quitting game..."); }
//This is the Coroutine that effectively creates a new private server on player's machine IEnumerator startServerAfterStuff(NetworkManager_Custom manager, string roomCodeKnown = "") { Debug.Log("Start server after stuff is being called!"); roomPassword = manager.matchName; manager.matchMaker.CreateMatch(manager.matchName, manager.matchSize, true, roomPassword, "", "", 0, 0, manager.OnMatchCreate);//Setting the room password as the room name, so random players won't be able to join }
void Start() { nw = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkManager_Custom>(); }
public void testEnemy() { NetworkManager_Custom.StartSinglePlayer(); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 4); Time.timeScale = 1f; }
//This is the coroutine that searches for a specific room in the list of existing rooms //If it finds the room we're looking for, it will try to join it IEnumerator ConnectToRoomWhenLoaded(NetworkManager_Custom manager, bool hidePrivateMatches = true, int retryCounter = 0) { if (retryCounter > 0) { Debug.Log("Retrying! " + retryCounter + " tries left before final."); } else { Debug.Log("No more retries left"); } float timer = 0f; float intervals = 0.25f; manager.matchMaker.ListMatches(0, 20, manager.matchName, hidePrivateMatches, 0, 0, manager.OnMatchList); Debug.Log("Sent list request, about to wait now"); while (timer < 5f && manager.matches == null) { timer += intervals; yield return(new WaitForSeconds(intervals)); } Debug.Log("Got to end of waiting period"); if (manager.matches != null) { Debug.Log("Matches don't equal null"); if (manager.matches.Count == 0) { Debug.Log("No matches fit description"); if (retryCounter > 0) { Debug.Log("Going to retry now because there are no matches fitting desc"); StartCoroutine(ConnectToRoomWhenLoaded(manager, hidePrivateMatches, retryCounter - 1)); } else { Debug.Log("Done retrying - no match fitting desc."); DoButton.transform.parent.GetComponent <Button>().interactable = true; TimedOutConnecting("<b>Error</b> - Room not found."); } } else { Debug.Log("Found a match matching the details! Going to join the first one."); manager.matchName = manager.matches[0].name; manager.matchSize = (uint)manager.matches[0].maxSize; string password = ""; if (!hidePrivateMatches)//If we're connecting to a private match, set the password as the room name. { password = manager.matchName; } manager.matchMaker.JoinMatch(manager.matches[0].networkId, password, "", "", 0, 0, manager.OnMatchJoined); } } else { if (retryCounter > 0) { StartCoroutine(ConnectToRoomWhenLoaded(manager, hidePrivateMatches, retryCounter - 1)); } else { DoButton.transform.parent.GetComponent <Button>().interactable = true; TimedOutConnecting("<b>Error</b> - Room not found."); } } }