protected virtual void TryConnect() { // First, we check that we aren't already connected to a client or a server... if (!UFE.multiplayerAPI.IsConnected() && !this._connecting) { MultiplayerAPI.MatchInformation match = null; // After that, check if we have found one match with at least one player which isn't already full... while (match == null && this._foundServers.Count > 0) { match = this._foundServers[0]; this._foundServers.RemoveAt(0); } if (match != null) { // In that case, try connecting to that match this._connecting = true; UFE.multiplayerAPI.OnJoined += this.OnJoined; UFE.multiplayerAPI.OnJoinError += this.OnJoinError; UFE.JoinGame(match); } else { // Otherwise, return a net a new match this.OnLanGameNotFound(); } } }
public virtual void JoinGame(Text textUI) { UFE.JoinGame(textUI.text); }
public virtual void JoinGame(Text textUI) { this.StopSearchingLanGames(); UFE.JoinGame(new MultiplayerAPI.MatchInformation(textUI.text, UFE.config.networkOptions.port)); }