void Start() { GameObject custom_network_manager = GameObject.Find("Game Manager(Clone)"); manager_script = custom_network_manager.GetComponent <Canvas_Manager>(); is_host = manager_script.get_host_status(); Debug.Log(manager_script.get_host_status().ToString()); //server_ip = manager_script.get_address(); server_ip = manager_script.get_inserted_ip(); if (is_host) { server_client_connection[server_players_amount] = 0; server_players_amount++; client_players_amount++; join("Player 1"); server_setup(); } if (!is_host && server_ip != "") { client_setup(); connect_to_server(server_ip); } }
void Update() { //check if the player if the player is in range and in the keypad to disable components on the player if (Canvas_Manager.Keypad.canvas.enabled && _inRange) { DisablePlayer(true); } // check to see if player has intereacted with keypad if (Input.GetKeyDown(KeyCode.F) && _inRange) { // if the player is not in the keypad, enter it, else, kick the player out of it if (!Canvas_Manager.Keypad.canvas.enabled) { // tell the camer the player is not in playmode, pass this reference to the keypad canvas, enable the canvas on screen Canvas_Manager.Keypad.EnterKeypad(this); Canvas_Manager.Keypad.canvas.enabled = true; Canvas_Manager.EnableUICursor(true); } else { KickPlayerOut(); } } }
// remove player from canvas private void KickPlayerOut() { if (Canvas_Manager.Keypad.canvas.enabled) { // remove ref from keypad canvas, player not in keypad bool, enable the player, tell camera in game mode, lock cursor, disable canvas Canvas_Manager.Keypad.ExitKeypad(); DisablePlayer(false); Canvas_Manager.EnableUICursor(false); Canvas_Manager.Keypad.canvas.enabled = false; } }
void client_lobby_update() { byte error; //Debug.Log("Server is checking for messages..."); int received_host_ID; int received_connection_ID; int received_channel_ID; int recieved_data_size; byte[] buffer = new byte[115]; int data_size = 115; NetworkEventType networkEvent = NetworkEventType.DataEvent; // Poll both server/client events networkEvent = NetworkTransport.Receive(out received_host_ID, out received_connection_ID, out received_channel_ID, buffer, data_size, out recieved_data_size, out error ); switch (networkEvent) { case NetworkEventType.Nothing: //Debug.Log("..."); break; case NetworkEventType.ConnectEvent: Debug.Log("Its getting a connection event...Now?"); break; case NetworkEventType.DataEvent: Debug.Log("Its getting data"); if (buffer[2] == 0) { client_joined = true; client_players_amount = buffer[1]; Debug.Log("Number of Players in Lobby: " + client_players_amount.ToString()); // Open up a joined canvas for the client GameObject custom_network_manager = GameObject.Find("Game Manager(Clone)"); manager_script = custom_network_manager.GetComponent <Canvas_Manager>(); manager_script.waiting_in_lobby(client_players_amount); } if (buffer[2] == 1) { Debug.Log("The Server is telling me to start the game"); GameObject g_manager = GameObject.Find("Game Manager(Clone)"); Canvas_Manager c_manager_script = g_manager.GetComponent <Canvas_Manager>(); c_manager_script.start_the_game(); } break; } }
private void Awake() { instance = this; }