private void NetworkManager_OnConnectionOpen(PWNetworkManager networkManager, NetworkConnection connection) { if (IsReady) { CursorIndicator.Instance.IsChecking = true; } }
void NetworkManager_OnNetworkReady(PWNetworkManager networkManager) { if (networkManager.IsServer) { NetworkServer.RegisterHandler(MsgTeamSpawnRequest, OnRecievedRequestToSpawnTeam); } }
void Start() { networkManager = FindObjectOfType <PWNetworkManager>(); playSpaceManager = PlaySpaceManager.Instance; playSpaceManager.OnPlaySpaceFinished += PlaySpaceManager_OnPlaySpaceFinished; networkManager.OnNetworkReady += NetworkManager_OnNetworkReady; }
void Start() { networkDiscovery = FindObjectOfType <PWNetworkDiscovery>(); networkManager = FindObjectOfType <PWNetworkManager>(); networkManager.OnNetworkReady += NetworkManager_OnNetworkReady; networkManager.OnConnectionOpen += NetworkManager_OnConnectionOpen; PlaySpaceManager.Instance.OnPlaySpaceFinished += PlaySpaceManager_OnPlaySpaceFinished; AnchorSyncManager.Instance.OnStateChanged += AnchorSyncManager_OnStateChanged; InputManager.Instance.OnTap += InputManager_OnTap; }
/// <summary> /// Callback when the network is ready (connection established if client) /// </summary> /// <param name="networkManager"></param> private void NetworkManager_OnNetworkReady(PWNetworkManager networkManager) { if (networkManager.IsServer) { // listen out for requests for the anchor from any connected client NetworkServer.RegisterHandler(MsgRequestAnchor, OnRecievedRequestForAnchor); } else { // listen out for anchor packets from the server networkManager.client.RegisterHandler(MsgAnchor, OnRecievedAnchorPacket); } InitAnchor(); }
void Start() { networkManager = GetComponent <PWNetworkManager>(); }
void NetworkManager_OnNetworkReady(PWNetworkManager networkManager) { // TODO }