Esempio n. 1
0
        /// <summary>
        /// Initializes the NetworkManager by:
        /// Spawning all the components needed.
        /// Listening to events.
        /// </summary>
        public static void Initialize()
        {
            Main.Log("Initializing NetworkManager");
            isHost   = false;
            isClient = false;
            if (!UGameObject.Exists("NetworkManager"))
            {
                networkManager      = Object.Instantiate(new GameObject(), Vector3.zero, Quaternion.identity);
                networkManager.name = "NetworkManager";
                server = networkManager.AddComponent <XmlUnityServer>();
                client = networkManager.AddComponent <UnityClient>();

                client.Disconnected += OnClientDisconnected;

                Object.DontDestroyOnLoad(networkManager);

                server.configuration = new TextAsset(File.ReadAllText("./Mods/DVMultiplayer/Resources/config.xml"));
            }

            if (UI == null)
            {
                UI = new NetworkingUI();
                UI.Setup();
            }
        }
    // Start is called before the first frame update
    private void Start()
    {
        /////////////////////////////////
        /// Properties initialization
        //...clientsId = new List<int>();    //... this is a List object!
        clients                 = new List <IClient>(); //.. Nov 1
        serverReference         = GetComponent <XmlUnityServer>();
        availableStartPositions = new List <Vector3>();
        availableStartPositions.Add(new Vector3(-2, 1, -2));    // Front left corner
        availableStartPositions.Add(new Vector3(2, 1, -2));     // Front right corner
        availableStartPositions.Add(new Vector3(-2, 1, 2));     // Rear left corner
        availableStartPositions.Add(new Vector3(2, 1, 2));      // Rear right corner
        ////////////////////////////////
        /// Events subscription
        serverReference.Server.ClientManager.ClientConnected    += ClientConnected;
        serverReference.Server.ClientManager.ClientDisconnected += ClientDisconnected;

        ///////////////////////////////
        /// Load the game scene
        SceneManager.LoadScene("MainGameScene", LoadSceneMode.Additive);

        ///////////////////////////////
        /// Instantiate a second ball
        //...InstantiateResource("BouncyBall", new Vector3(2, 1, -2));   ///BAD CAUSED A CRASH!!!

        //... this is from Part 9 -- see "networkObjects" above
        networkObjects = new List <NetworkObject>();
    }
 void Start()
 {
     xmlServer = GetComponent <XmlUnityServer>();
     server    = xmlServer.Server;
     server.ClientManager.ClientConnected    += OnClientConnected;
     server.ClientManager.ClientDisconnected += OnClientDisconnected;
 }
    void Start()
    {
        /*roles.Add("WEREWOLF");
        *  roles.Add("ROBBER");
        *  roles.Add("SEER");
        *  roles.Add("MASON");
        *  roles.Add("MASON");
        *  roles.Add("WEREWOLF");*/

        roles.Add("ROBBER");
        roles.Add("DRUNK");
        roles.Add("WEREWOLF");
        roles.Add("SEER");
        roles.Add("MASON");
        roles.Add("ROBBER");

        assignroles = new List <string>(roles);

        //Initialise XMLUnityServer
        serverReference = GetComponent <XmlUnityServer>();

        // Events subscription
        serverReference.Server.ClientManager.ClientConnected    += ClientConnected;
        serverReference.Server.ClientManager.ClientDisconnected += ClientDisconnected;
    }
    private void Awake()
    {
        externalIP.text = new WebClient().DownloadString("http://icanhazip.com");
        darkRiftServer  = gameObject.GetComponent <XmlUnityServer>();
        server          = gameObject.GetComponent <TTSServer>();

        hudCanvas.SetActive(false);
    }
Esempio n. 6
0
    // Start is called before the first frame update
    void Start()
    {
        clientsId       = new List <int>();
        serverReference = GetComponent <XmlUnityServer>();
        networkObjects  = new List <NetworkObject>();

        serverReference.Server.ClientManager.ClientConnected    += ClientConnected;
        serverReference.Server.ClientManager.ClientDisconnected += ClientDisconnected;

        SceneManager.LoadScene("Game", LoadSceneMode.Additive);
    }
Esempio n. 7
0
    private void Start()
    {
        //////////////////
        /// Properties initialization
        clientsId       = new List <int>();
        serverReference = GetComponent <XmlUnityServer>();
        networkObjects  = new List <NetworkObject>();

        //////////////////
        /// Events subscription
        serverReference.Server.ClientManager.ClientConnected    += ClientConnected;
        serverReference.Server.ClientManager.ClientDisconnected += ClientDisconnected;

        SceneManager.LoadScene("MainGameScene", LoadSceneMode.Additive);
    }
    // Start is called before the first frame update
    void Start()
    {
        clientsId = new List <int>();
        clients   = new List <IClient>();

        playerSelf.id = 1;                //id used to uniquely identify the controllable player from the other controllable players
        playerRep.id  = 1;                //id used to match the representation of the player with its corresponding controllable player on that player's client

        serverReference = GetComponent <XmlUnityServer>();

        //////////////////
        /// Events subscription
        serverReference.Server.ClientManager.ClientConnected    += ClientConnected;
        serverReference.Server.ClientManager.ClientDisconnected += ClientDisconnected;

        SceneManager.LoadScene("MainGameScene", LoadSceneMode.Additive);

        networkObjects = new List <NetworkObject>();
    }
 private void Awake()
 {
     clientPlayerMap = new Dictionary <ushort, ushort>();
     idMap           = GetComponent <TTSIDMap>();
     darkRiftServer  = GetComponent <XmlUnityServer>();
 }
 // Start is called before the first frame update
 void Start()
 {
     darkRiftServer = GameObject.FindGameObjectWithTag("Network").GetComponent <XmlUnityServer>();
 }