public override void OnStopServer() { ServerStopped?.Invoke(); RoomPlayers.Clear(); GamePlayers.Clear(); //base.OnStopServer(); }
public override void OnStopServer() { //OnServerStopped?.Invoke(); RoomPlayers.Clear(); //GamePlayers.Clear(); }
//When server/host is stopped //Perhaps when a delete room button is clicked? Which will result in kicking every one out of the room public override void OnStopServer() { OnServerStopped?.Invoke(); RoomPlayers.Clear(); //Clear the list of existing players, ready for a new game GamePlayers.Clear(); }
public override void OnStopServer() { //Serveri sammutetaan Huone tyhjennetään OnServerStopped?.Invoke(); RoomPlayers.Clear(); GamePlayers.Clear(); }
public override void OnStopServer() { OnServerStopped?.Invoke(); RoomPlayers.Clear(); GamePlayers.Clear(); ServerChangeScene(menuScene); }
public void EndGame() { if ("Assets/Scenes/" + SceneManager.GetActiveScene().name + ".unity" == gameScene) { ServerChangeScene("EndScene"); for (int i = 0; i < Players.Count; i++) { NetworkServer.Destroy(Players[i].gameObject); NetworkServer.DestroyPlayerForConnection(Players[i].connectionToClient); } RoomPlayers.Clear(); GamePlayers.Clear(); Players.Clear(); } }
private void StartCombat() { rondaAJugar++; int tam = maxPlayers / 2; List <int> indicesRandom = new List <int>(); System.Random rnd = new System.Random(); for (int i = 0; i < tam; ++i) { int indice; do { indice = rnd.Next(0, maxPlayers); } while (indicesRandom.Contains(indice)); // Que no esté el número indicesRandom.Add(indice); } List <int> restoIndices = GetRemainingIndexes(indicesRandom, maxPlayers); string puerto = puertoActual.ToString(); string argumentos = puerto + " 1 " + (puertoInicial - 1).ToString(); // Lo de puerto inicial es para que el server de combate sepa a donde conectarse de vuelta argumentos += GetTokens(indicesRandom); IncrementPort(); ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos); ChangePlayersToCombatServer(puerto, indicesRandom); // ChangePlayersToCombatServer(puerto, 0, tam); puerto = puertoActual.ToString(); argumentos = puerto + " 1 " + (puertoInicial - 1).ToString(); argumentos += GetTokens(restoIndices); IncrementPort(); ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos); ChangePlayersToCombatServer(puerto, restoIndices); RoomPlayers.Clear(); // tokenConnection.Clear(); // serverPlayers = 0; // tokens no se tocan // tokenConnection sí ya que la conexión cambia cada vez que nos reconectamos }
private void StartCombat(string[] players) { rondaAJugar++; string puerto = puertoActual.ToString(); string argumentos = puerto + " 1 " + (puertoInicial - 1).ToString() + " "; // Lo de puerto inicial es para que el server de combate sepa a donde conectarse de vuelta foreach (var tk in players) { argumentos += tk + " "; } IncrementPort(); ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos); ChangePlayersToCombatServer(puerto, players); RoomPlayers.Clear(); // tokenConnection.Clear(); // serverPlayers = 0; }
public override void OnStopServer() { RoomPlayers.Clear(); GamePlayers.Clear(); base.OnStopServer(); }
public override void OnStopServer() { //removes all the players from the scene at the end of the game RoomPlayers.Clear(); }
public override void OnStopServer() { RoomPlayers.Clear(); }
public override void OnStopServer() { //base.OnStopServer(); RoomPlayers.Clear(); }
public override void OnStopServer() // ---------- LOBBY (i guess) ----------- { RoomPlayers.Clear(); }
public override void OnStopServer() { Debug.Log("OnStopServer"); RoomPlayers.Clear(); GamePlayers.Clear(); }
public override void OnStopServer() { Debug.Log("Server Stopped"); RoomPlayers.Clear(); }
//When server/host is stopped //Perhaps when a delete room button is clicked? Which will result in kicking every one out of the room public override void OnStopServer() { RoomPlayers.Clear(); //Clear the list of existing players, ready for a new game }
public override void OnStopClient() { //Debug.Log("Custom Network Manager: Stopped client"); SceneManager.LoadScene(0); //reload scene for client RoomPlayers.Clear(); }
public override void OnStopHost() { RoomPlayers.Clear(); //Debug.Log("Custom Network Manager: Stopped host"); StopClient(); }