Esempio n. 1
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        /// <summary>
        /// Returns true if this is the singleton, false if we had to destroy it.
        /// </summary>
        private bool EnforceSingleton()
        {
            if (single && single != this)
            {
                Destroy(this);
                return(false);
            }

            single = this;
            return(true);
        }
Esempio n. 2
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        private void SpawnLocalPlayer()
        {
            // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
            if (MasterNetAdapter.NetLib == NetworkLibrary.PUN)
            {
                Transform  tr  = NSTSamplePlayerSpawn.GetRandomSpawnPoint();
                Vector3    pos = (tr) ? tr.position : Vector3.zero;
                Quaternion rot = (tr) ? tr.rotation : Quaternion.identity;

                MasterNetAdapter.Spawn(playerPrefab, pos, rot, null);
            }
        }
Esempio n. 3
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        public void Update()
        {
            if (Input.GetKeyDown(spawnPlayerKey))
            {
                SpawnLocalPlayer();
            }

            else if (Input.GetKeyDown(unspawnPlayerKey))
            {
                MasterNetAdapter.UnSpawn(localPlayer);
            }
        }
Esempio n. 4
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        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            MasterNetAdapter _target = (MasterNetAdapter)target;

            NetAdapterTools.EnsureSceneNetLibDependencies();

            base.OnInspectorGUI();
            EditorGUILayout.HelpBox("This is the UNET adapter. To work with Photon PUN, switch the Network Library.", MessageType.None);
            NetLibrarySettings.Single.DrawGui(true, false);
        }
Esempio n. 5
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 /// <summary>
 /// Start the connection process.
 /// - If already connected, we attempt joining a random room
 /// - if not yet connected, Connect this application instance to Photon Cloud Network
 /// </summary>
 public void Connect()
 {
     // we check if we are connected or not, we join if we are , else we initiate the connection to the server.
     if (MasterNetAdapter.PUN_Connected)
     {
         MasterNetAdapter.PUN_JoinRandomRoom();
     }
     else
     {
         MasterNetAdapter.PUN_ConnectUsingSettings(_gameVersion);
     }
 }
Esempio n. 6
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        /// <summary>
        /// Deep find and add of adapters to all NSTs objects in assets. Deferred actions that need to happen after a compile following library change.
        /// </summary>
        public static void TryToAddDependenciesEverywhere()
        {
            if (DependenciesHaveBeenAddedEverywhere)
            {
                return;
            }

            DebugX.Log("Adding NST Entities in all Assets");
            MasterNetAdapter.AddNstEntityComponentsEverywhere();

            // Now that prefabs in assets have been altered, make sure any scene objects revert to those prefabs
            RevertPrefabsInSceneWithComponentType <NetworkSyncTransform>();

            DependenciesHaveBeenAddedEverywhere = true;
        }
Esempio n. 7
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        // This should only be run very rarely. Forced to false after a library change.
        //public static bool dependenciesNeedToBeCheckedEverywhere;

        /// <summary>
        /// Deep find and add of adapters to all NSTs objects in assets. Deferred actions that need to happen after a compile following library change.
        /// </summary>
        public static void TryToAddDependenciesEverywhere()
        {
            if (!NetLibrarySettings.Single.dependenciesNeedToBeCheckedEverywhere)
            {
                return;
            }

            Debug.LogWarning("Added NST Entities in all Assets in entire project. Sorry if this took a while, but changing network libraries is a very brute force operation.");
            MasterNetAdapter.AddNstEntityComponentsEverywhere();

            // Now that prefabs in assets have been altered, make sure any scene objects revert to those prefabs
            RevertPrefabsInSceneWithComponentType <NetworkSyncTransform>();

            NetLibrarySettings.Single.dependenciesNeedToBeCheckedEverywhere = false;

            AssetDatabase.Refresh();
            EditorUtility.SetDirty(NetLibrarySettings.single);
            AssetDatabase.SaveAssets();
        }
Esempio n. 8
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        private void SpawnLocalPlayer()
        {
            // we're in a room. spawn a character for the local player. it gets synced by using PhotonNetwork.Instantiate
            if (MasterNetAdapter.NetLib == NetworkLibrary.PUN || NSTNetAdapter.NetLibrary == NetworkLibrary.PUN2)
            {
                if (playerPrefab)
                {
                    Transform  tr  = NSTSamplePlayerSpawn.GetRandomSpawnPoint();
                    Vector3    pos = (tr) ? tr.position : Vector3.zero;
                    Quaternion rot = (tr) ? tr.rotation : Quaternion.identity;

                    localPlayer = MasterNetAdapter.Spawn(playerPrefab, pos, rot, null);
                }
                else
                {
                    Debug.LogError("No PlayerPrefab defined in " + this.GetType().Name);
                }
            }
        }
Esempio n. 9
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        // Create the master bitstream and poll for updates
        private static void PollForUpdates(int updateCounter, bool isOfftick)
        {
            UdpBitStream bitstream = new UdpBitStream(NSTMaster.bitstreamByteArray);
            UdpBitStream outstream = new UdpBitStream();

            bitstream.WriteInt(updateCounter, 6);

            bool updatesFound = PollAllForNSTUpdates(ref bitstream, isOfftick ? NSTTools.allNstsWithOfftick : NSTTools.allNsts, updateCounter, isOfftick);

            if (!isOfftick)
            {
                MasterRTT.Send(ref bitstream, updateCounter);
            }

            /// Additional Data after NST Updates added to stream here

            // Send every tick, or if anything offtick was found
            if (updatesFound || !isOfftick)
            {
                MasterNetAdapter.SendUpdate(ref bitstream, ref outstream);
            }
        }
Esempio n. 10
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//#if UNITY_EDITOR
//		private bool needsEditorModePostAwakeCheck;
//#endif
        protected override void Awake()
        {
            base.Awake();

            mna = GetComponent <MasterNetAdapter>();
            if (mna == null)
            {
                mna = gameObject.AddComponent <MasterNetAdapter>();
            }


//#if UNITY_EDITOR
//			// Don't run awake if this is not runtime.
//			if (!Application.isPlaying)
//			{
//				EnsureNSTMasterConforms();
//				needsEditorModePostAwakeCheck = true;
//				return;
//			}
//#endif
            DontDestroyOnLoad(gameObject);
        }
Esempio n. 11
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 public void OnConnect(ServerClient svrclnt)
 {
     MasterNetAdapter.PUN_JoinRandomRoom();
 }
Esempio n. 12
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 /// <summary>
 /// Finds all instances of the network adapters in loaded scenes and the assetdatabse. Used prior to a network library change in order to not
 /// create broken scripts where the old adapters were.
 /// </summary>
 public static void PurgeLibraryReferences()
 {
     PurgeTypeFromEverywhere <NSTNetAdapter>();
     PurgeTypeFromEverywhere <MasterNetAdapter>();
     MasterNetAdapter.PurgeLibSpecificComponents();
 }
 void OnDisable()
 {
     spawns.Remove(this);
     MasterNetAdapter.UNET_UnRegisterStartPosition(transform);
 }
 void OnEnable()
 {
     spawns.Add(this);
     MasterNetAdapter.UNET_RegisterStartPosition(transform);
 }
 protected virtual void OnDisable()
 {
     MasterNetAdapter.UnregisterCallbackInterfaces(this);
 }
Esempio n. 16
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 /// <summary>
 /// We use interfaces to get messages from the network adapters, so we need to register this MB to make its interfaces
 /// known to the MasterNetAdapter.
 /// </summary>
 protected void OnEnable()
 {
     MasterNetAdapter.RegisterCallbackInterfaces(this);
 }
Esempio n. 17
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 public void OnJoinRoomFailed()
 {
     DebugX.Log("Launcher:OnPhotonRandomJoinFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom(null, new RoomOptions() {maxPlayers = 4}, null);");
     MasterNetAdapter.PUN_CreateRoom(null, 8);
 }