// Start is called before the first frame update void Start() { NetUI = MultiplayerUIScript; Server = this; GameSession = new MultiplayerGameSession(); GeneralControl = NetworkObjects.GetComponent<MultiplayerGeneralControl>(); MultiplayerSession = GetComponent<MultiplayerPrefs>(); NetworkObjects.SetActive(false); ConnectionPanel.SetActive(true); NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.ReliableSequenced); unreliableChannel = cc.AddChannel(QosType.Unreliable); stateUpdateChannel = cc.AddChannel(QosType.StateUpdate); HostTopology topo = new HostTopology(cc, MAX_CONNECTION); hostId = NetworkTransport.AddHost(topo, port, null); messageText.text = "WAITING FOR OTHER PLAYER. YOUR IP IS " + SepakNetworkUtil.GetLocalIPAddress(); isStarted = true; if(MultiplayerGameSession.NumberOfPlayers == 2) { Destroy(NetworkObjects.transform.Find("player1ai1").gameObject); Destroy(NetworkObjects.transform.Find("player2ai1").gameObject); } }
public void Start() { NetUI = NetUIInstance; ConnectionPanel.SetActive(true); NetworkObjects.SetActive(false); NetworkTransport.Init(); ConnectionConfig cc = new ConnectionConfig(); reliableChannel = cc.AddChannel(QosType.ReliableSequenced); unreliableChannel = cc.AddChannel(QosType.Unreliable); stateUpdateChannel = cc.AddChannel(QosType.StateUpdate); HostTopology topo = new HostTopology(cc, MAX_CONNECTION); hostId = NetworkTransport.AddHost(topo, 0, null); }