public void Setup(BP_NetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode());//Make sure broadcastKey matches client isOpen = false; numPlayers = 0; broadcastDataObject = new BeerPongBroadcastData(); broadcastDataObject.peerId = networkManager.peerId; UpdateBroadcastData(); }
private void OnDataCompleteReceived(int transmissionId, byte[] data) { BP_NetworkManager networkManager = NetworkManager.singleton as BP_NetworkManager; BP_PlayerScript p = networkManager.localPlayer as BP_PlayerScript; if (p != null) { //deserealize data and relocalize StartCoroutine(p.RelocateDevice(data)); } }
public override void OnStartClient() { networkManager = NetworkManager.singleton as BP_NetworkManager; if (networkManager) { networkManager.lobbySlots[slot] = this; OnClientEnterLobby(); } else { Debug.LogError("BeerPongPlayer could not find a BP_NetworkManager."); } }
// Update is called once per frame public void Update() { if (networkManager == null) { networkManager = FindObjectOfType(typeof(BP_NetworkManager)) as BP_NetworkManager; networkManager.listener = listener; if (networkManager.verboseLogging) { Debug.Log("#BeerPong# !! RECONNECTING !!"); } } }
public override void OnStartLocalPlayer() { networkManager = NetworkManager.singleton as BP_NetworkManager; networkManager.localPlayer = this; #if UNITY_ANDROID deviceName = SystemInfo.deviceModel; #else deviceName = SystemInfo.deviceName; #endif version = VERSION; deviceId = networkManager.deviceId; peerId = networkManager.peerId; playerIndex = slot; ready = false; CmdSetBasePlayerInfo(version, deviceName, deviceId, peerId, playerIndex); }
public void Awake() { ValidateConfig(); //Create network manager networkManager = (Instantiate(Resources.Load("BeerPongNetworkManager")) as GameObject).GetComponent <BP_NetworkManager>(); if (networkManager != null) { //networkManager.logLevel = 0; networkManager.name = "BeerPongNetworkManager"; networkManager.runInBackground = false; //runInBackground is not recommended on iOS networkManager.broadcastIdentifier = broadcastIdentifier; networkManager.minPlayers = minPlayers; networkManager.SetMaxPlayers(maxPlayers); //Setting maxPlayers and maxConnections networkManager.allReadyCountdownDuration = countdownDuration; networkManager.forceServer = forceServer; //I'm just using a single scene for everything networkManager.offlineScene = ""; networkManager.onlineScene = ""; networkManager.playerPrefab = playerPrefab.gameObject; networkManager.listener = listener; networkManager.verboseLogging = verboseLogging; //Optionally create Debug GUI if (useDebugGUI) { networkManager.GetComponent <BeerPongDebugGUI>().enabled = true; } } else { Debug.LogError("#BeerPong# Error creating network manager"); } }
public void Awake() { beerPong = FindObjectOfType(typeof(BeerPong)) as BeerPong; networkManager = GetComponent <BP_NetworkManager>(); }
public void Setup(BP_NetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode());//Make sure broadcastKey matches server }