void OnConnectedToServer() { Debug.Log("OnConnectedToServer"); proxy = VoiceChatNetworkUtils.CreateProxy(); gameObject.AddComponent <VoiceChatUi>(); isConnected = true; }
public override void OnStopClient() { VoiceChatNetworkProxy.OnManagerStopClient(); VoiceChatRecorder.Instance.AutoDetectSpeech = false; VoiceChatRecorder.Instance.StopRecording(); fsm.StateTrans(FSM.State.Unconnected); }
public override void OnStopClient() { VoiceChatNetworkProxy.OnManagerStopClient(); //if (client != null) // Destroy(GetComponent<VoiceChatUi>()); }
//void OnGUI () { void Update() { // When the server is started then issue a "LoadLevel" RPC call for the local GS client to load his own level // then also buffer the LoadLevel request so any new client that connects will also receive the "LoadLevel" if (Network.peerType != NetworkPeerType.Disconnected && mgs.gamemenustate == NetworkMasterServer.menustate.networklobby && Network.isServer) { // Make sure no old RPC calls are buffered and then send load level command Network.RemoveRPCsInGroup(0); Network.RemoveRPCsInGroup(1); // Load level with incremented level prefix (for view IDs) // NOTE: The RPCMode.AllBuffered sends the request to all clients, including the client sending the // request. Also, the Buffered command tells the game server to hold onto the RPC command and also // send it to any new clients that connect. This is important for level loading or player instantiation // so we make sure all objects are correctly created on all clients, but would not be used for example // to indicate a death as the new client would never have seen the player in the first place and // therefore doesn't need to see the death. /* This is the network call that every player who starts/joins a server. * Change "DefaultChatroom" to the name of the scene you want the player to load at first */ networkView.RPC("LoadLevel", RPCMode.AllBuffered, "DefaultChatroom", lastLevelPrefix + 1); } else if (Network.peerType != NetworkPeerType.Disconnected && !hasCreatedProxy) { proxy = VoiceChatUtils.CreateProxy(); hasCreatedProxy = true; } }
public override void OnClientConnect(NetworkConnection connection) { base.OnClientConnect(connection); VoiceChatNetworkProxy.OnManagerClientConnect(connection); }
public override void OnStopServer() { VoiceChatNetworkProxy.OnManagerStopServer(); Destroy(GetComponent <VoiceChatServerUi>()); }
public override void OnStartServer() { VoiceChatNetworkProxy.OnManagerStartServer(); gameObject.AddComponent <VoiceChatServerUi>(); }
public override void OnServerDisconnect(NetworkConnection conn) { base.OnServerDisconnect(conn); VoiceChatNetworkProxy.OnManagerServerDisconnect(conn); }
public override void OnStartClient(NetworkClient client) { VoiceChatNetworkProxy.OnManagerStartClient(client); gameObject.AddComponent <VoiceChatUi>(); }
public override void OnStartClient(NetworkClient client) { VoiceChatNetworkProxy.OnManagerStartClient(client); }
void OnConnectedToServer() { proxy = VoiceChatUtils.CreateProxy(); }
//void OnGUI () { void Update() { // When the server is started then issue a "LoadLevel" RPC call for the local GS client to load his own level // then also buffer the LoadLevel request so any new client that connects will also receive the "LoadLevel" if (Network.peerType != NetworkPeerType.Disconnected && mgs.gamemenustate == NetworkMasterServer.menustate.networklobby && Network.isServer ) { // Make sure no old RPC calls are buffered and then send load level command Network.RemoveRPCsInGroup(0); Network.RemoveRPCsInGroup(1); // Load level with incremented level prefix (for view IDs) // NOTE: The RPCMode.AllBuffered sends the request to all clients, including the client sending the // request. Also, the Buffered command tells the game server to hold onto the RPC command and also // send it to any new clients that connect. This is important for level loading or player instantiation // so we make sure all objects are correctly created on all clients, but would not be used for example // to indicate a death as the new client would never have seen the player in the first place and // therefore doesn't need to see the death. /* This is the network call that every player who starts/joins a server. * Change "DefaultChatroom" to the name of the scene you want the player to load at first */ networkView.RPC( "LoadLevel", RPCMode.AllBuffered, "DefaultChatroom", lastLevelPrefix + 1); } else if (Network.peerType != NetworkPeerType.Disconnected && !hasCreatedProxy) { proxy = VoiceChatUtils.CreateProxy(); hasCreatedProxy = true; } }
public override void OnStopServer() { VoiceChatNetworkProxy.OnManagerStopServer(); }
public override void OnStopClient() { VoiceChatNetworkProxy.OnManagerStopClient(); }
public override void OnServerDisconnect(NetworkConnection conn) { Debug.Log("Client Disconnect!"); base.OnServerDisconnect(conn); VoiceChatNetworkProxy.OnManagerServerDisconnect(conn); }