Example #1
0
        public override void OnStartClient()
        {
            //To stop logs :
            Debug.unityLogger.logEnabled = true;

            var spawnablePrefabs = Resources.LoadAll <GameObject>("SpawnablePrefabs");

            foreach (var prefab in spawnablePrefabs)
            {
                Debug.Log("Loading spawanable prefabs :" + prefab);
                ClientScene.RegisterPrefab(prefab);
            }
        }
        /// <summary>
        /// This is invoked when the client is started.
        /// </summary>
        public override void OnStartClient()
        {
            if (roomPlayerPrefab == null || roomPlayerPrefab.gameObject == null)
            {
                Debug.LogError("NetworkRoomManager no RoomPlayer prefab is registered. Please add a RoomPlayer prefab.");
            }
            else
            {
                ClientScene.RegisterPrefab(roomPlayerPrefab.gameObject);
            }

            if (playerPrefab == null)
            {
                Debug.LogError("NetworkRoomManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
            }

            OnRoomStartClient();
        }
        internal void RegisterClientMessages()
        {
            NetworkClient.RegisterHandler<ConnectMessage>(OnClientConnectInternal);
            NetworkClient.RegisterHandler<DisconnectMessage>(OnClientDisconnectInternal);
            NetworkClient.RegisterHandler<NotReadyMessage>(OnClientNotReadyMessageInternal);
            NetworkClient.RegisterHandler<ErrorMessage>(OnClientErrorInternal);
            NetworkClient.RegisterHandler<SceneMessage>(OnClientSceneInternal);

            if (playerPrefab != null)
            {
                ClientScene.RegisterPrefab(playerPrefab);
            }
            for (int i = 0; i < spawnPrefabs.Count; i++)
            {
                GameObject prefab = spawnPrefabs[i];
                if (prefab != null)
                {
                    ClientScene.RegisterPrefab(prefab);
                }
            }
        }
Example #4
0
        internal void RegisterClientMessages(NetworkClient client)
        {
            client.RegisterHandler((short)MsgType.Connect, OnClientConnectInternal);
            client.RegisterHandler((short)MsgType.Disconnect, OnClientDisconnectInternal);
            client.RegisterHandler((short)MsgType.NotReady, OnClientNotReadyMessageInternal);
            client.RegisterHandler((short)MsgType.Error, OnClientErrorInternal);
            client.RegisterHandler((short)MsgType.Scene, OnClientSceneInternal);

            if (m_PlayerPrefab != null)
            {
                ClientScene.RegisterPrefab(m_PlayerPrefab);
            }
            for (int i = 0; i < m_SpawnPrefabs.Count; i++)
            {
                var prefab = m_SpawnPrefabs[i];
                if (prefab != null)
                {
                    ClientScene.RegisterPrefab(prefab);
                }
            }
        }
        public override void OnStartClient()
        {
            if (lobbyPlayerPrefab == null || lobbyPlayerPrefab.gameObject == null)
            {
                Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.");
            }
            else
            {
                ClientScene.RegisterPrefab(lobbyPlayerPrefab.gameObject);
            }

            if (playerPrefab == null)
            {
                Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
            }
            else
            {
                ClientScene.RegisterPrefab(playerPrefab);
            }

            OnLobbyStartClient();
        }
        // ------------------------ client handlers ------------------------

        public override void OnStartClient(NetworkClient lobbyClient)
        {
            if (lobbySlots.Length == 0)
            {
                lobbySlots = new NetworkLobbyPlayer[maxPlayers];
            }

            if (m_LobbyPlayerPrefab == null || m_LobbyPlayerPrefab.gameObject == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(m_LobbyPlayerPrefab.gameObject);
            }

            if (m_GamePlayerPrefab == null)
            {
                if (LogFilter.logError)
                {
                    Debug.LogError("NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.");
                }
            }
            else
            {
                ClientScene.RegisterPrefab(m_GamePlayerPrefab);
            }

            lobbyClient.RegisterHandler(UnityEngine.Networking.MsgType.LobbyReadyToBegin, OnClientReadyToBegin);
            lobbyClient.RegisterHandler(UnityEngine.Networking.MsgType.LobbyAddPlayerFailed, OnClientAddPlayerFailedMessage);

            OnLobbyStartClient(lobbyClient);
        }