// Function that updates outside script with the connection status of the network public network_structs.network_info network_connection_update() { network_structs.network_info network_info = new network_structs.network_info(); network_info.is_server = is_server; network_info.is_connected = is_connected; network_info.ip_address = ip_address; network_info.player_number = player_number; network_info.players_in_server = players_in_server; return(network_info); }
void Update() { if (request == true) { //Debug.Log("here"); network_structs.network_info network_update = new network_structs.network_info(); network_update = network_connection_manager.GetComponent <network_connection_manager>().network_connection_update(); // Client if (network_update.is_server == false) { if (network_update.is_connected == true && client_in_lobby == false) { waiting_in_lobby(network_update.player_number); } } // Server if (network_update.is_server == true) { /* * Debug.Log("-"); * Debug.Log(players.ToString()); * Debug.Log(network_update.players_in_server.ToString()); * Debug.Log("^"); */ if (players < network_update.players_in_server) { for (int i = players + 1; i <= network_update.players_in_server; i++) { server_client_joined("Player " + i.ToString()); } } } } }