// Use this for initialization void Start() { nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; // get server version serverVersion = nvs.serverVersion; // get NATmode NATmode = nvs.NATmode; // sudo make me a camera nvs.myCam = new GameObject("theCamera").AddComponent <Camera>() as Camera; nvs.myCam.gameObject.AddComponent <AudioListener>(); nvs.myCam.gameObject.SetActive(false); // disable it until we have joined a game // get them servers MasterServer.ClearHostList(); MasterServer.RequestHostList(serverVersion); // check if we don't have a valid NATmode if (NATmode == -1) { // test the current setup rather than poll for the result connectionTestResult = Network.TestConnection(true); doneTesting = false; } else { SetMessage(); doneTesting = true; } }
// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // maybe set the server version to the map name? // get server name string serverName = nvs.serverName + ": Lobby"; // serverComment also holds extra info about the server serverComment = new ServerComment(); serverComment.NATmode = nvs.NATmode; serverComment.comment = "This is a comment about the server"; serverComment.level = "level_full"; // only use this one since it's the only one set up atm // Use NAT punchthrough if NATmode says to Network.InitializeServer(31, 11177, nvs.NATmode != 0); Debug.Log(serverComment.toString()); //MasterServer.updateRate = 5; - not needed anymore since Unity doesn't understand networking MasterServer.RegisterHost(serverVersion, serverName, serverComment.toString()); // get game state gameHasBegun = nvs.gameHasBegun; // go into the lobby gameObject.AddComponent <netLobby>(); }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pause = GetComponent("netPause") as netPause; }
void Start() { // get variables we need networkVariables nvs = GetComponent("networkVariables") as networkVariables; myName = nvs.myInfo.name; }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; nvs.gameMode = GameMode.Online; // set models nvs.myInfo.cartModel = nvs.buggyModels[IcartModel]; nvs.myInfo.ballModel = nvs.ballModels[IballModel]; nvs.myInfo.characterModel = nvs.characterModels[IballModel]; // add chat gameObject.AddComponent <netChat>(); //pause gameObject.AddComponent <netPause>(); // add self to the list of people in this game currentList = nvs.myInfo.name; // copy the script on the previewCamera in main Orbit cao = nvs.myCam.gameObject.AddComponent <Orbit>() as Orbit; cao.Point = new Vector3(28, 12, 147); cao.Axis = new Vector3(0, 1, 0); cao.Speed = 0.1f; nvs.myCam.transform.position = new Vector3(26, 64, 86); nvs.myCam.transform.rotation = Quaternion.Euler(32, Time.time * 0.1f, 0); // the Time.time is for the rotation already //get colors colorKeys = new string[Config.colorsDictionary.Count]; Config.colorsDictionary.Keys.CopyTo(colorKeys, 0); nvs.myInfo.color = colorKeys [0]; }
// Use this for initialization void Start() { nvs = GetComponent ("networkVariables") as networkVariables; playerNames = new Dictionary<PlayerInfo, GameObject> (); myCam = Camera.main; numPlayers = 1; }
void RemovePlayer(NetworkPlayer player) { PrintText("Someone left"); // remove from array networkVariables nvs = GetComponent("networkVariables") as networkVariables; PlayerInfo toDelete = new PlayerInfo(); if (myInfo.player == player) { Network.Disconnect(); } foreach (PlayerInfo p in nvs.players) { if (p.player == player) { // remove from array toDelete = p; } } if (nvs.players.Contains(toDelete)) { nvs.players.Remove(toDelete); } }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; playerNames = new Dictionary <PlayerInfo, GameObject> (); myCam = nvs.myCam; numPlayers = 1; }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; localBallAnalog = new GameObject(); }
//private Color originalColor = Color.grey; void Start() { //originalColor = ball.renderer.material.GetColor("_ColorTint"); nvs = GetComponent ("networkVariables") as networkVariables; myInfo = nvs.myInfo; ball = nvs.myInfo.ballGameObject; cart = nvs.myInfo.cartGameObject; }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; // set models nvs.myInfo.cartModel = nvs.buggyModels[0]; nvs.myInfo.ballModel = nvs.ballModels[0]; nvs.myInfo.characterModel = nvs.characterModels[0]; }
public void initialize() { nvs = messageTarget.GetComponent ("networkVariables") as networkVariables; foreach(PlayerInfo player in nvs.players) { ballPlayerMap.Add(player.ballGameObject, player.player); } }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pause = GetComponent("netPause") as netPause; GameObject.Find("lobby_view").transform.FindChild("camera").gameObject.SetActive(false); myInfo.cartContainerObject.transform.FindChild("multi_buggy_cam").gameObject.SetActive(true); }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pin = GameObject.Find("winningPole") as GameObject; localBallAnalog = new GameObject(); }
// Use this for initialization void Start() { // get variables we need nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; ed_pauseScreen = Instantiate (Resources.Load ("pauseScreen")) as GameObject; ed_pauseScreen.transform.parent = this.transform; //Hide the screen while it is inactive hideAllScreens (); }
// Use this for initialization void Start() { // get variables we need nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; ed_pauseScreen = Instantiate(Resources.Load("pauseScreen")) as GameObject; ed_pauseScreen.transform.parent = this.transform; //Hide the screen while it is inactive hideAllScreens(); }
// Use this for initialization void Start() { nvs = FindObjectOfType <networkVariables> (); myInfo = nvs.myInfo; cameraObject = nvs.myCam.gameObject; //may not be set yet meter = myInfo.characterGameObject.AddComponent <PowerMeter>() as PowerMeter; meter.m_objectToCircle = myInfo.characterGameObject; meter.m_markerPrefab = Instantiate(Resources.Load("powerMeterPrefab")) as GameObject; // :( meter.m_swingScript = this; }
public List<PlayerInfo> m_players; //we don't want this list to include the player himself, so we'll have to account for that #endregion Fields #region Methods public virtual void AttemptInitialize() { m_nvs = FindObjectOfType<networkVariables>() as networkVariables; //confirm ability to get network variables, else return here without setting initialization flag if (m_nvs == null) { return; } Initialize(); }
// Use this for initialization void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; // lowest height can be set in netvars respawnThreshold = nvs.lowestHeight; // set the spawn location to that of the netobj spawnLocation = transform.position; }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; // set models nvs.myInfo.cartModel = nvs.buggyModels[0]; nvs.myInfo.ballModel = nvs.ballModels[0]; nvs.myInfo.characterModel = nvs.characterModels[0]; // add chat gameObject.AddComponent("netChat"); }
public virtual void AttemptInitialize() { m_nvs = FindObjectOfType <networkVariables>() as networkVariables; //confirm ability to get network variables, else return here without setting initialization flag if (m_nvs == null) { return; } Initialize(); }
void AttemptInitialize() { m_nvs = FindObjectOfType<networkVariables>() as networkVariables; //confirm ability to get network variables, else return here without setting initialization flag if (m_nvs == null) { //Debug.Log("Unable to find network variables!"); return; } Initialize(); }
void AttemptInitialize() { m_nvs = FindObjectOfType <networkVariables>() as networkVariables; //confirm ability to get network variables, else return here without setting initialization flag if (m_nvs == null) { //Debug.Log("Unable to find network variables!"); return; } Initialize(); }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; // set models nvs.myInfo.cartModel = nvs.buggyModels[0]; nvs.myInfo.ballModel = nvs.ballModels[0]; nvs.myInfo.characterModel = nvs.characterModels[0]; // add chat gameObject.AddComponent("netChat"); currentList += nvs.myInfo.name; }
public void initialize() { // get a reference to NetworkObject messageTarget = GameObject.FindWithTag("NetObj"); nvs = messageTarget.GetComponent("networkVariables") as networkVariables; if (nvs.gameMode == GameMode.Local) { messageTarget = GameObject.Find(nvs.levelName).gameObject; } foreach (PlayerInfo player in nvs.players) { ballPlayerMap.Add(player.ballGameObject, player.player); } }
void Start() { nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; ball = nvs.myInfo.ballGameObject; cart = nvs.myInfo.cartGameObject; //Create swing Icon for player swingIcon = Instantiate(Resources.Load("swing_icon")) as GameObject; //Get glow effect on ball ballGlow = ball.GetComponent("Halo") as Behaviour; ballGlow.enabled = false; attemptInitialize(); //for connecting swingIcon to the in level HUD }
void ThisOnesYours(NetworkViewID cartViewID, NetworkViewID ballViewID, NetworkViewID characterViewID) { networkVariables nvs = GetComponent("networkVariables") as networkVariables; foreach (PlayerInfo p in nvs.players) { if (p.cartViewIDTransform == cartViewID) { p.name = nvs.myInfo.name; nvs.myInfo = p; myInfo = nvs.myInfo; } } // call the functions that need them AddScripts(); }
void Start() { nvs = GetComponent ("networkVariables") as networkVariables; myInfo = nvs.myInfo; ball = nvs.myInfo.ballGameObject; cart = nvs.myInfo.cartGameObject; //Create swing Icon for player swingIcon = Instantiate (Resources.Load ("swing_icon")) as GameObject; //Get glow effect on ball ballGlow = ball.GetComponent ("Halo") as Behaviour; ballGlow.enabled = false; attemptInitialize (); //for connecting swingIcon to the in level HUD }
/**************************************************** * * DONT EDIT THIS SCRIPT UNLESS ITS TO ADD ANYTHING * IN THE "ANY CLIENT SIDE SCRIPTS GO HERE" SECTION * ****************************************************/ // Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // get self myInfo.player = Network.player; // add us to the player list nvs.players.Add(myInfo); networkView.RPC("MyName", RPCMode.Server, nvs.myInfo.name); gameObject.AddComponent("netLobby"); }
// Use this for initialization void Start() { UpdateCameraBounds(); float size = (camMax.x - camMin.x) * iconScale; playerRect = new Rect(0, 0, size, size); playerDirRect = new Rect(0, 0, size, size); ballRect = new Rect(0, 0, size, size); flagRect = new Rect(0, 0, size, size); playerAngle = 0; UpdateIconSize(); nvs = FindObjectOfType <networkVariables>(); }
void AddPlayer(string cartModel, string ballModel, string characterModel, NetworkPlayer player, string name) { PlayerInfo newGuy = new PlayerInfo(); newGuy.cartModel = cartModel; newGuy.ballModel = ballModel; newGuy.characterModel = characterModel; newGuy.currentMode = 2; newGuy.player = player; newGuy.name = name; // need to add this as sometimes AddPlayer is called BEFORE Start - should have used Awake thinking about it... nvs = gameObject.GetComponent("networkVariables") as networkVariables; // add it to the list nvs.players.Add(newGuy); Debug.Log("added someone"); Debug.Log(player.ToString()); }
void Awake() { networkVariables nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; switch (nvs.gameMode) { case GameMode.Local: GameObject.Find(nvs.levelName).AddComponent <LocalMultiplayerController>(); break; case GameMode.Online: //Add Network level startup script here break; default: break; } Destroy(this); }
void SpawnPlayer(NetworkViewID cartViewIDTransform, NetworkViewID cartViewIDRigidbody, NetworkViewID ballViewID, NetworkViewID characterViewID, int mode, NetworkPlayer p) { PlayerInfo newGuy = new PlayerInfo(); newGuy.cartViewIDTransform = cartViewIDTransform; newGuy.cartContainerObject = NetworkView.Find(cartViewIDTransform).gameObject; newGuy.cartViewIDRigidbody = cartViewIDRigidbody; // add another NetworkView for the rigidbody newGuy.cartGameObject = newGuy.cartContainerObject.transform.FindChild("buggy").gameObject; NetworkView cgr = newGuy.cartGameObject.AddComponent("NetworkView") as NetworkView; cgr.observed = newGuy.cartGameObject.rigidbody; cgr.viewID = cartViewIDRigidbody; cgr.stateSynchronization = NetworkStateSynchronization.Unreliable; newGuy.characterViewID = characterViewID; newGuy.characterGameObject = NetworkView.Find(characterViewID).gameObject; newGuy.ballViewID = ballViewID; newGuy.ballGameObject = NetworkView.Find(ballViewID).gameObject; newGuy.currentMode = mode; newGuy.player = p; // ADD MORE SHIT HERE if (newGuy.currentMode == 0) { // set them inside the buggy newGuy.characterGameObject.transform.parent = newGuy.cartGameObject.transform; newGuy.characterGameObject.transform.localPosition = new Vector3(0, 0, 0); newGuy.characterGameObject.transform.localRotation = Quaternion.identity; } else if (newGuy.currentMode == 1) { // set them inside the buggy newGuy.characterGameObject.transform.parent = newGuy.ballGameObject.transform; newGuy.characterGameObject.transform.localPosition = new Vector3(0, 0, -2); newGuy.characterGameObject.transform.localRotation = Quaternion.identity; } // and let us have them aswell networkVariables nvs = GetComponent("networkVariables") as networkVariables; nvs.players.Add(newGuy); }
/**************************************************** * * DONT EDIT THIS SCRIPT UNLESS ITS TO ADD ANYTHING * IN THE "ANY SERVER SIDE SCRIPTS GO HERE" SECTION * ****************************************************/ // Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // get server name string serverName = nvs.serverName; // Use NAT punchthrough if no public IP present Network.InitializeServer(31, 11177, !Network.HavePublicAddress()); MasterServer.RegisterHost(serverVersion, SystemInfo.deviceName, serverName); gameObject.AddComponent("netLobby"); }
IEnumerator Start() { // wait for the level to load before touching anything otherwise we can get bad references yield return(new WaitForSeconds(2)); // get nvs before anything else nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; if (loaded) { // this gets called anyway in the coroutine? cfgLoadOptions(); cfgLoadLevels(); cfgLoadModels(); } else { Debug.Log(Application.persistentDataPath); StartCoroutine(retrieveFileFromPath(Application.persistentDataPath)); } }
void Start() { if (sm == null) { this.Awake(); } al = FindObjectOfType <AudioListener> (); nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; // get the carcontroller ( this will not be null as we have require component) carController = GetComponent <CarController>(); highAccel = addAudioSource(highAccelClip); if (engineSoundStyle == EngineAudioOptions.FourChannel) { lowAccel = addAudioSource(lowAccelClip); lowDecel = addAudioSource(lowDecelClip); highDecel = addAudioSource(highDecelClip); } skidSource = addAudioSource(skidClip); }
// CLIENT SIDE SCRIPTS GO HERE // all scripts are called after we have a reference to the buggy and a NetworkViewID void AddScripts() { // updates network-sunk fiziks gameObject.AddComponent("controlClient"); // chat gameObject.AddComponent("netChat"); //pause gameObject.AddComponent("netPause"); // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE networkVariables nvs = GetComponent("networkVariables") as networkVariables; CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio; mca.followCamera = nvs.myCam; // replace tmpCam with our one - this messes up sound atm (nvs.myCam.gameObject.AddComponent("SmoothFollow") as SmoothFollow).target = myInfo.cartGameObject.transform; // add smooth follow script // get self myInfo.player = Network.player; // get server myInfo.server = myInfo.cartViewIDTransform.owner; // show that we connected connected = true; }
// random names //string[] randomNames = new string[3] {"Leslie", "Test", "REPLACE ME"}; /**************************************************** * * DONT EDIT THIS SCRIPT * ****************************************************/ // Use this for initialization void Start() { // change to custom master server MasterServer.ipAddress = "37.157.247.37"; MasterServer.port = 23466; // NAT punchthrough (finally) Network.natFacilitatorIP = "37.157.247.37"; Network.natFacilitatorPort = 50005; nvs = GetComponent("networkVariables") as networkVariables; // get server version serverVersion = nvs.serverVersion; // get them servers MasterServer.ClearHostList(); MasterServer.RequestHostList(serverVersion); // set default player name nvs.myInfo.name = SystemInfo.deviceName; //nvs.myInfo.name = randomNames[Random.Range(0,randomNames.Length-1)]; // set default server name nvs.serverName = nvs.myInfo.name + "'s Server"; }
// Use this for initialization void Start() { // get variables we need nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; }
// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; // get server version serverVersion = nvs.serverVersion; // Use NAT punchthrough if no public IP present Network.InitializeServer(32, 11177, !Network.HavePublicAddress()); MasterServer.RegisterHost(serverVersion, SystemInfo.deviceName, "Test server"); // create server owners buggy GameObject cartContainerObject = (Instantiate(Resources.Load("multi_buggy"), new Vector3(0,5,0), Quaternion.identity) as GameObject); GameObject ballGameObject = Instantiate(Resources.Load("ball"), new Vector3(3,5,0), Quaternion.identity) as GameObject; GameObject characterGameObject = Instantiate(Resources.Load("lil_patrick"), new Vector3(0,4,0), Quaternion.identity) as GameObject; GameObject cartGameObject = cartContainerObject.transform.FindChild ("buggy").gameObject; // set buggy as characters parent characterGameObject.transform.parent = cartGameObject.transform; // networkview that shit NetworkViewID cartViewIDTransform = Network.AllocateViewID(); NetworkView cgt = cartContainerObject.AddComponent("NetworkView") as NetworkView; cgt.observed = cartContainerObject.transform; cgt.viewID = cartViewIDTransform; cgt.stateSynchronization = NetworkStateSynchronization.Unreliable; NetworkViewID cartViewIDRigidbody = Network.AllocateViewID(); NetworkView cgr = cartGameObject.AddComponent("NetworkView") as NetworkView; cgr.observed = cartGameObject.rigidbody; cgr.viewID = cartViewIDRigidbody; cgr.stateSynchronization = NetworkStateSynchronization.Unreliable; NetworkViewID ballViewID = Network.AllocateViewID(); ballGameObject.networkView.viewID = ballViewID; NetworkViewID characterViewID = Network.AllocateViewID(); characterGameObject.networkView.viewID = characterViewID; // turn it into a PlayerInfo nvs.myInfo.cartContainerObject = cartContainerObject; nvs.myInfo.cartGameObject = cartGameObject; nvs.myInfo.cartModel = "multi_buggy"; nvs.myInfo.cartViewIDTransform = cartViewIDTransform; nvs.myInfo.cartViewIDRigidbody = cartViewIDRigidbody; nvs.myInfo.ballGameObject = ballGameObject; nvs.myInfo.ballModel = "ball"; nvs.myInfo.ballViewID = ballViewID; nvs.myInfo.characterGameObject = characterGameObject; nvs.myInfo.characterModel = "lil_patrick"; nvs.myInfo.characterViewID = characterViewID; nvs.myInfo.currentMode = 0; // set in buggy // get self nvs.myInfo.player = Network.player; // keep a copy myInfo = nvs.myInfo; // add myInfo to the player list nvs.players = new ArrayList(); nvs.players.Add(myInfo); // ANY SERVER SIDE SCRIPTS GO HERE //******************************************** // receives all players inputs and handles fiziks gameObject.AddComponent("controlServer"); // chat gameObject.AddComponent("netChat"); //pause gameObject.AddComponent ("netPause"); //******************************************** }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pause = GetComponent ("netPause") as netPause; // change camera //GameObject.Find ("lobby_view").transform.FindChild ("camera").gameObject.SetActive (false); //myInfo.cartContainerObject.transform.FindChild ("multi_buggy_cam").gameObject.SetActive (true); }
/**************************************************** * * DONT EDIT THIS SCRIPT UNLESS ITS TO ADD ANYTHING * IN THE "ANY CLIENT SIDE SCRIPTS GO HERE" SECTION * ****************************************************/ // Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // get self myInfo.player = Network.player; // add us to the player list nvs.players.Add(myInfo); networkView.RPC("MyName", RPCMode.Server, nvs.myInfo.name); // go into the lobby gameObject.AddComponent("netLobby"); }
/**************************************************** * * DONT EDIT THIS SCRIPT UNLESS ITS TO ADD ANYTHING * IN THE "ANY SERVER SIDE SCRIPTS GO HERE" SECTION * ****************************************************/ // Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // maybe set the server version to the map name? // get server name string serverName = nvs.serverName + ": Lobby"; string serverComment = "Add stuff like spectators here maybe?"; // Use NAT punchthrough if no public IP present Network.InitializeServer(31, 11177, !Network.HavePublicAddress()); MasterServer.updateRate = 5; MasterServer.RegisterHost(serverVersion, serverName, serverComment); // get game state gameHasBegun = nvs.gameHasBegun; // go into the lobby gameObject.AddComponent("netLobby"); }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pin = GameObject.Find ("winningPole") as GameObject; localBallAnalog = new GameObject (); }
// Use this for initialization void Start() { nvs = GetComponent ("networkVariables") as networkVariables; handledPlayers = new List<PlayerInfo> (); numPlayers = 0; }
// Use this for initialization void Start() { nvs = FindObjectOfType<networkVariables> (); myInfo = nvs.myInfo; cameraObject = nvs.myCam.gameObject; //may not be set yet meter = myInfo.characterGameObject.AddComponent ("PowerMeter") as PowerMeter; meter.m_objectToCircle = myInfo.characterGameObject; meter.m_markerPrefab = Instantiate (Resources.Load ("powerMeterPrefab")) as GameObject; // :( meter.m_swingScript = this; }
// Use this for initialization void Start() { UpdateCameraBounds(); float size = (camMax.x-camMin.x) * iconScale; playerRect = new Rect(0,0,size,size); playerDirRect = new Rect(0,0,size,size); ballRect = new Rect(0,0,size,size); flagRect = new Rect(0,0,size,size); playerAngle = 0; UpdateIconSize(); nvs = FindObjectOfType<networkVariables>(); }
// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // maybe set the server version to the map name? // get server name string serverName = nvs.serverName + ": Lobby"; // serverComment also holds extra info about the server serverComment = new ServerComment(); serverComment.NATmode = nvs.NATmode; serverComment.comment = "This is a comment about the server"; serverComment.level = "level_full"; // only use this one since it's the only one set up atm // Use NAT punchthrough if NATmode says to Network.InitializeServer(31, 11177, nvs.NATmode!=0); Debug.Log(serverComment.toString()); //MasterServer.updateRate = 5; - not needed anymore since Unity doesn't understand networking MasterServer.RegisterHost(serverVersion, serverName, serverComment.toString()); // get game state gameHasBegun = nvs.gameHasBegun; // go into the lobby gameObject.AddComponent("netLobby"); }
void Start() { if(sm==null) this.Awake(); al = FindObjectOfType<AudioListener> (); nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; // get the carcontroller ( this will not be null as we have require component) carController = GetComponent<CarController>(); highAccel = addAudioSource(highAccelClip); if (engineSoundStyle == EngineAudioOptions.FourChannel) { lowAccel = addAudioSource(lowAccelClip); lowDecel = addAudioSource(lowDecelClip); highDecel = addAudioSource(highDecelClip); } skidSource = addAudioSource(skidClip); }
// Use this for initialization void Start() { nvs = GetComponent("networkVariables") as networkVariables; nvs.gameMode = GameMode.Online; // set models nvs.myInfo.cartModel = nvs.buggyModels[IcartModel]; nvs.myInfo.ballModel = nvs.ballModels[IballModel]; nvs.myInfo.characterModel = nvs.characterModels[IballModel]; // add chat gameObject.AddComponent("netChat"); //pause gameObject.AddComponent ("netPause"); // add self to the list of people in this game currentList = nvs.myInfo.name; // copy the script on the previewCamera in main Orbit cao = nvs.myCam.gameObject.AddComponent("Orbit") as Orbit; cao.Point = new Vector3(28,12,147); cao.Axis = new Vector3(0,1,0); cao.Speed = 0.1f; nvs.myCam.transform.position = new Vector3(26,64,86); nvs.myCam.transform.rotation = Quaternion.Euler(32,Time.time*0.1f,0); // the Time.time is for the rotation already //get colors colorKeys = new string[Config.colorsDictionary.Count ]; Config.colorsDictionary.Keys.CopyTo( colorKeys,0); nvs.myInfo.color = colorKeys [0]; }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; localBallAnalog = new GameObject (); }
void OnEnable() { nvs = GameObject.FindWithTag("NetObj").GetComponent("networkVariables") as networkVariables; winningPlayer = -1; currentView = new GameObject ("current_view"); currentView.transform.parent = GameObject.Find ("level_full").transform; currentView.AddComponent<ControllerSupport> (); currentView.tag = "LocalMultiplayerView"; //count up number of players int players = 0; if ( LocalMultiplayerLobbyController.keyboardIndex > -1) { players++; } players += LocalMultiplayerLobbyController.controllerDeviceIndexToPlayerIndexMap.Count; //This should be moved to after character selection is complete createPlayers(); //convert the device map to something usable for this case int[] playerToControllerIndex = Enumerable.Repeat(-1, 4).ToArray(); if ( LobbyControllerSupport.inputDeviceList != null ) { playerToControllerIndex = Enumerable.Repeat(-1, Mathf.Max (4, LobbyControllerSupport.inputDeviceList.Length)).ToArray(); foreach( KeyValuePair<int,int> kv in LocalMultiplayerLobbyController.controllerDeviceIndexToPlayerIndexMap) { playerToControllerIndex[kv.Value] = kv.Key; } } else { LocalMultiplayerLobbyController.keyboardIndex = 0; players = 1; } //do setup based on number of players & assign the correct devices to the correct prefab if ( players == 1 ) { if ( LocalMultiplayerLobbyController.keyboardIndex != -1) { //Player is using keyboard currentView.GetComponent<ControllerSupport>().playerToControllerIndex[0] = -1; currentView.SetActive(true); currentView.GetComponent<ControllerSupport>().ready = true; } else { //Player is using gamepad int targetDevice = -1; foreach( int val in playerToControllerIndex ) { if ( val != -1) { targetDevice = val; } } currentView.GetComponent<ControllerSupport>().ready = true; currentView.GetComponent<ControllerSupport>().playerToControllerIndex[0] = targetDevice; currentView.SetActive(true); } } else if ( players == 2) { foreach( int val in playerToControllerIndex ) { if ( val != -1) { for (int i = 0; i < currentView.GetComponent<ControllerSupport>().playerToControllerIndex.Length; i++) { if( currentView.GetComponent<ControllerSupport>().playerToControllerIndex[i] == -1) { currentView.GetComponent<ControllerSupport>().playerToControllerIndex[i] = val; break; } } } } currentView.GetComponent<ControllerSupport>().ready = true; currentView.SetActive(true); } else if ( players > 2) { foreach( int val in playerToControllerIndex ) { if ( val != -1) { for (int i = 0; i < currentView.GetComponent<ControllerSupport>().playerToControllerIndex.Length; i++) { if( currentView.GetComponent<ControllerSupport>().playerToControllerIndex[i] == -1) { currentView.GetComponent<ControllerSupport>().playerToControllerIndex[i] = val; break; } } } } currentView.GetComponent<ControllerSupport>().ready = true; currentView.SetActive(true); } //done setting gamepads above, now setup keyboard correctly, and tell certain components that care what they are controlled by currentView.GetComponent<ControllerSupport>().checkKeyboard(); //done coloring GameObject.Find (nvs.levelName).AddComponent<netPlayerRespawn> (); }
// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; // get server version serverVersion = nvs.serverVersion; // get server name string serverName = nvs.serverName; // Use NAT punchthrough if no public IP present Network.InitializeServer(32, 11177, !Network.HavePublicAddress()); MasterServer.RegisterHost(serverVersion, SystemInfo.deviceName, serverName); // create server owners buggy // This line will get changed at some point - no need to have the camera and the marker in the prefab - they should be in their own scripts GameObject cartGameObject = (Instantiate(Resources.Load("buggy_m"), new Vector3(0,5,0), Quaternion.identity) as GameObject); // **************************** GameObject ballGameObject = Instantiate(Resources.Load("ball"), new Vector3(3,5,0), Quaternion.identity) as GameObject; GameObject characterGameObject = Instantiate(Resources.Load("lil_patrick"), new Vector3(0,4,0), Quaternion.identity) as GameObject; // set buggy as characters parent characterGameObject.transform.parent = cartGameObject.transform; // networkview that shit NetworkViewID cartViewIDTransform = Network.AllocateViewID(); NetworkView cgt = cartGameObject.GetComponent("NetworkView") as NetworkView; cgt.observed = cartGameObject.transform; cgt.viewID = cartViewIDTransform; cgt.stateSynchronization = NetworkStateSynchronization.Unreliable; NetworkViewID cartViewIDRigidbody = Network.AllocateViewID(); NetworkView cgr = cartGameObject.AddComponent("NetworkView") as NetworkView; cgr.observed = cartGameObject.rigidbody; cgr.viewID = cartViewIDRigidbody; cgr.stateSynchronization = NetworkStateSynchronization.Unreliable; NetworkViewID ballViewID = Network.AllocateViewID(); ballGameObject.networkView.viewID = ballViewID; NetworkViewID characterViewID = Network.AllocateViewID(); characterGameObject.networkView.viewID = characterViewID; // turn it into a PlayerInfo nvs.myInfo.cartGameObject = cartGameObject; nvs.myInfo.cartModel = "buggy_m"; nvs.myInfo.cartViewIDTransform = cartViewIDTransform; nvs.myInfo.cartViewIDRigidbody = cartViewIDRigidbody; nvs.myInfo.ballGameObject = ballGameObject; nvs.myInfo.ballModel = "ball"; nvs.myInfo.ballViewID = ballViewID; nvs.myInfo.characterGameObject = characterGameObject; nvs.myInfo.characterModel = "lil_patrick"; nvs.myInfo.characterViewID = characterViewID; nvs.myInfo.currentMode = 0; // set in buggy // get self nvs.myInfo.player = Network.player; // keep a copy myInfo = nvs.myInfo; // add myInfo to the player list nvs.players = new ArrayList(); nvs.players.Add(myInfo); // ANY SERVER SIDE SCRIPTS GO HERE //******************************************** // receives all players inputs and handles fiziks gameObject.AddComponent("controlServer"); // chat gameObject.AddComponent("netChat"); //pause gameObject.AddComponent ("netPause"); // set the camera in the audio script on the buggy - PUT THIS IN A SCRIPT SOMEONE CarAudio mca = myInfo.cartGameObject.GetComponent("CarAudio") as CarAudio; mca.followCamera = nvs.myCam; // replace tmpCam with our one - this messes up sound atm (nvs.myCam.gameObject.AddComponent("SmoothFollow") as SmoothFollow).target = myInfo.cartGameObject.transform; // add smooth follow script //******************************************** }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pause = GetComponent ("netPause") as netPause; }
void Start() { // get variables we need nvs = GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; pin = GameObject.Find ("winningPole") as GameObject; if(pin!=null)(pin.GetComponent ("netWinCollider") as netWinCollider).initialize (); //setup the pin while we have a reference to it. localBallAnalog = new GameObject (); }