コード例 #1
0
    private void Awake()
    {
        if (Popup_Script.instance == null)
        {
            Popup_Script.instance = this;
        }

        _buttonText = _button.GetComponentInChildren <Text>();
    }
コード例 #2
0
 bool Check_Player_Name()
 {
     if (Player_Name != "")
     {
         Chat_Script.PlayerName = Player_Name;
         return(true);
     }
     else
     {
         Popup_Script.Popup_Box("Please enter your player name", "Player name required", 5.0f);
         return(false);
     }
 }
コード例 #3
0
    void MakeServerWindow(int id)
    {
        if (Network.peerType == NetworkPeerType.Disconnected)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            GUILayout.Label("Server name:");
            Server_Name = GUILayout.TextField(Server_Name, 20, GUILayout.Width(130));

            GUILayout.Space(10);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            GUILayout.Label("Player name:");
            Player_Name = GUILayout.TextField(Player_Name, 20, GUILayout.Width(130));

            GUILayout.Space(10);
            GUILayout.EndHorizontal();

            GUILayout.Space(10);
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            // Start a new server
            if (GUILayout.Button("Start Server") && Check_Player_Name())
            {
                if (Server_Name == "")
                {
                    Popup_Script.Popup_Box("Please enter the server's name", "Problem starting server...", 5.0f);
                }
                else
                {
                    GetComponent <AudioSource>().PlayOneShot(GetComponent <Audio>().JoinGame);
                    Network.InitializeServer(5, Connection_Port, Use_Nat);
                    MasterServer.RegisterHost(Game_Name, Server_Name, "Host: " + Player_Name);
                }
            }

            // Refresh hosts
            if (GUILayout.Button("Refresh available Servers") || Time.realtimeSinceStartup > Last_Host_List_Request + Host_List_Refresh_Timeout)
            {
                MasterServer.ClearHostList();
                MasterServer.RequestHostList(Game_Name);
                Last_Host_List_Request = Time.realtimeSinceStartup;
            }

            GUILayout.FlexibleSpace();
            GUILayout.Space(10);
            GUILayout.EndHorizontal();
        }
        else
        {
            if (!Is_Ingame && Network.peerType == NetworkPeerType.Server)
            {
                if (GUILayout.Button("Start Game"))
                {
                    Is_Ingame = true;
                    // register as an in progress game
                    Network.maxConnections = 0;
                    MasterServer.RegisterHost(Game_Name, Server_Name, "In Progress");
                    //MasterServer.UnregisterHost();

                    //LOAD LEVEL 1!
                    // Make sure no old RPC calls are buffered and then send load level command
                    Network.RemoveRPCsInGroup(0);
                    Network.RemoveRPCsInGroup(1);

                    Network.Instantiate(GameDirector, transform.position, transform.rotation, 0);
                    // Load level with incremented level prefix (for view IDs)
                    networkView.RPC("Load_Level", RPCMode.AllBuffered, Supported_Levels[0], Last_Level_Prefix + 1);
                }
            }
            if (GUILayout.Button("Disconnect"))
            {
                GetComponent <AudioSource>().PlayOneShot(GetComponent <Audio>().LeaveGame);
                Network.Disconnect();
                MasterServer.UnregisterHost();
            }
            GUILayout.FlexibleSpace();
        }
        GUI.DragWindow(new Rect(0, 0, 1000, 1000));
    }
コード例 #4
0
ファイル: Network_Script.cs プロジェクト: kkevinchou/Realm
    void MakeServerWindow(int id)
    {
        if (Network.peerType == NetworkPeerType.Disconnected)
        {
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            GUILayout.Label("Server name:");
            Server_Name = GUILayout.TextField(Server_Name, 20, GUILayout.Width(130));

            GUILayout.Space(10);
            GUILayout.EndHorizontal();

            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            GUILayout.Label("Player name:");
            Player_Name = GUILayout.TextField(Player_Name, 20, GUILayout.Width(130));

            GUILayout.Space(10);
            GUILayout.EndHorizontal();

            GUILayout.Space(10);
            GUILayout.BeginHorizontal();
            GUILayout.Space(10);

            // Start a new server
            if (GUILayout.Button("Start Server") && Check_Player_Name())
            {
                if (Server_Name == "")
                {
                    Popup_Script.Popup_Box("Please enter the server's name", "Problem starting server...", 5.0f);
                }
                else
                {
                    Network.InitializeServer(5, Connection_Port, Use_Nat);
                    MasterServer.RegisterHost(Game_Name, Server_Name, Player_Name);
                    Resize_Window_Rect();
                }
            }

            // Refresh hosts
            if (GUILayout.Button("Refresh available Servers") || Time.realtimeSinceStartup > Last_Host_List_Request + Host_List_Refresh_Timeout)
            {
                MasterServer.RequestHostList(Game_Name);
                Last_Host_List_Request = Time.realtimeSinceStartup;
            }

            GUILayout.FlexibleSpace();
            GUILayout.Space(10);
            GUILayout.EndHorizontal();
        }
        else
        {
            if (!Is_Ingame && Network.peerType == NetworkPeerType.Server)
            {
                if (GUILayout.Button("Start Game"))
                {
                    Is_Ingame = true;
                    // remove from gamelist so no more people may join
                    MasterServer.UnregisterHost();

                    //LOAD LEVEL 1!
                    // Make sure no old RPC calls are buffered and then send load level command
                    Network.RemoveRPCsInGroup(0);
                    Network.RemoveRPCsInGroup(1);
                    // Load level with incremented level prefix (for view IDs)
                    networkView.RPC("Load_Level", RPCMode.AllBuffered, Supported_Levels[0], Last_Level_Prefix + 1);

                    Resize_Window_Rect();
                }
            }
            if (GUILayout.Button("Disconnect"))
            {
                Network.Disconnect();
                MasterServer.UnregisterHost();
                Resize_Window_Rect();
            }
            GUILayout.FlexibleSpace();
        }
        GUI.DragWindow(new Rect(0, 0, 1000, 1000));
    }