Esempio n. 1
0
        private void StartClient(IPEndPoint remoteEndpoint)
        {
            _state = GameState.Connecting;
            _networkClient.enabled = true;
            var port = -1;

            _networkClient.Join(remoteEndpoint, port, OnClientConnected, OnClientDisconnected, OnClientDisconnected);
            _networkServer.enabled = false;
        }
Esempio n. 2
0
        void Start()
        {
            const bool isPrivate  = false;
            const int  maxPlayers = 2;

            _networkServer.Host("sillyHostName", maxPlayers, isPrivate, _serverPort);
            var localEndpoint = _networkServer.InternalEndpoint;

            _networkClient.Join(localEndpoint);
        }
Esempio n. 3
0
 public void JoinServer(IPEndPoint endPoint,
                        int clientPort = -1,
                        OnConnectionEstablished onEstablished = null,
                        OnConnectionFailure onFailure         = null, OnDisconnected onDisconnected = null)
 {
     Shutdown();
     _isJoinInProgress = true;
     _isSingleplayer   = false;
     _coroutineScheduler.Run(_networkClient.Join(endPoint,
                                                 clientPort,
                                                 (connectionId, endpoint) => {
         _authorityConnectionId = connectionId;
         _isJoinInProgress      = false;
         if (onEstablished != null)
         {
             onEstablished(connectionId, endPoint);
         }
     },
                                                 onFailure,
                                                 onDisconnected));
 }