private void OnClickStartNewServer() { if (_playerName != null && _playerName.Length > 0) { StartNewServerEvent SNSE; string ipAddress = FFClient.GetLocalIP().ToString(); SNSE.serverIpAddress = System.Net.IPAddress.Parse(ipAddress); SNSE.serverName = _playerName; FFMessage <StartNewServerEvent> .SendToLocal(SNSE); #if UNITY_WEBPLAYER // Start + Connect to local Server FFServer.StartServer(80, _playerName + "'s Server", true); FFClient.StartClient(ipAddress, 80, _playerName); #endif #if UNITY_STANDALONE // Start + Connect to local Server FFServer.StartServer(6532, _playerName + "'s Server", true); FFClient.StartClient(ipAddress, 6532, _playerName); #endif ChangeLevelStateEvent CLSE; CLSE.newState = LevelState.In_Game; FFMessage <ChangeLevelStateEvent> .SendToLocal(CLSE); } else { NoticeAddPlayerName(); } Debug.Log("Clicked StartNewServer"); // debug }
private void OnClickJoinServer() { if (_serverIPAddress != null && _playerName != null && _playerName.Length > 0) { JoinServerEvent e; e.serverIpAddress = _serverIPAddress; e.playerName = _playerName; FFMessage <JoinServerEvent> .SendToLocal(e); FFClient.StartClient(_serverIPAddress.ToString(), 6532, _playerName); ChangeLevelStateEvent CLSE; CLSE.newState = LevelState.In_Game; FFMessage <ChangeLevelStateEvent> .SendToLocal(CLSE); } else { if (_serverIPAddress == null) { NoticeValidIPAddress(); } if (_playerName == null) { NoticeAddPlayerName(); } } Debug.Log("Clicked JoinServer"); // debug }