コード例 #1
0
 public override void OnStopServer()
 {
     ServerStopped?.Invoke();
     RoomPlayers.Clear();
     GamePlayers.Clear();
     //base.OnStopServer();
 }
コード例 #2
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    public override void OnStopServer()
    {
        //OnServerStopped?.Invoke();

        RoomPlayers.Clear();
        //GamePlayers.Clear();
    }
コード例 #3
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    //When server/host is stopped
    //Perhaps when a delete room button is clicked? Which will result in kicking every one out of the room
    public override void OnStopServer()
    {
        OnServerStopped?.Invoke();

        RoomPlayers.Clear(); //Clear the list of existing players, ready for a new game
        GamePlayers.Clear();
    }
コード例 #4
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    public override void OnStopServer()
    {
        //Serveri sammutetaan Huone tyhjennetään
        OnServerStopped?.Invoke();

        RoomPlayers.Clear();
        GamePlayers.Clear();
    }
コード例 #5
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    public override void OnStopServer()
    {
        OnServerStopped?.Invoke();

        RoomPlayers.Clear();
        GamePlayers.Clear();

        ServerChangeScene(menuScene);
    }
コード例 #6
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    public void EndGame()
    {
        if ("Assets/Scenes/" + SceneManager.GetActiveScene().name + ".unity" == gameScene)
        {
            ServerChangeScene("EndScene");

            for (int i = 0; i < Players.Count; i++)
            {
                NetworkServer.Destroy(Players[i].gameObject);
                NetworkServer.DestroyPlayerForConnection(Players[i].connectionToClient);
            }
            RoomPlayers.Clear();
            GamePlayers.Clear();
            Players.Clear();
        }
    }
コード例 #7
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ファイル: NetworkManagerTFG.cs プロジェクト: dededec/TFG
    private void StartCombat()
    {
        rondaAJugar++;

        int        tam           = maxPlayers / 2;
        List <int> indicesRandom = new List <int>();

        System.Random rnd = new System.Random();

        for (int i = 0; i < tam; ++i)
        {
            int indice;
            do
            {
                indice = rnd.Next(0, maxPlayers);
            } while (indicesRandom.Contains(indice)); // Que no esté el número
            indicesRandom.Add(indice);
        }

        List <int> restoIndices = GetRemainingIndexes(indicesRandom, maxPlayers);

        string puerto     = puertoActual.ToString();
        string argumentos = puerto + " 1 " + (puertoInicial - 1).ToString(); // Lo de puerto inicial es para que el server de combate sepa a donde conectarse de vuelta

        argumentos += GetTokens(indicesRandom);
        IncrementPort();

        ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos);
        ChangePlayersToCombatServer(puerto, indicesRandom); // ChangePlayersToCombatServer(puerto, 0, tam);

        puerto      = puertoActual.ToString();
        argumentos  = puerto + " 1 " + (puertoInicial - 1).ToString();
        argumentos += GetTokens(restoIndices);
        IncrementPort();

        ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos);
        ChangePlayersToCombatServer(puerto, restoIndices);

        RoomPlayers.Clear();
        // tokenConnection.Clear();
        // serverPlayers = 0;

        // tokens no se tocan
        // tokenConnection sí ya que la conexión cambia cada vez que nos reconectamos
    }
コード例 #8
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ファイル: NetworkManagerTFG.cs プロジェクト: dededec/TFG
    private void StartCombat(string[] players)
    {
        rondaAJugar++;

        string puerto     = puertoActual.ToString();
        string argumentos = puerto + " 1 " + (puertoInicial - 1).ToString() + " "; // Lo de puerto inicial es para que el server de combate sepa a donde conectarse de vuelta

        foreach (var tk in players)
        {
            argumentos += tk + " ";
        }
        IncrementPort();

        ExecuteCommand(GlobalVariables.combatServerScriptPath, argumentos);
        ChangePlayersToCombatServer(puerto, players);

        RoomPlayers.Clear();
        // tokenConnection.Clear();
        // serverPlayers = 0;
    }
コード例 #9
0
ファイル: NetworkManagerTFG.cs プロジェクト: dededec/TFG
 public override void OnStopServer()
 {
     RoomPlayers.Clear();
     GamePlayers.Clear();
     base.OnStopServer();
 }
コード例 #10
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 public override void OnStopServer()
 {
     //removes all the players from the scene at the end of the game
     RoomPlayers.Clear();
 }
コード例 #11
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 public override void OnStopServer()
 {
     RoomPlayers.Clear();
 }
    public override void OnStopServer()
    {
        //base.OnStopServer();

        RoomPlayers.Clear();
    }
コード例 #13
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ファイル: NetworkManagerBS.cs プロジェクト: Wauxt/battleship
 public override void OnStopServer()                                 // ---------- LOBBY (i guess) -----------
 {
     RoomPlayers.Clear();
 }
コード例 #14
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 public override void OnStopServer()
 {
     Debug.Log("OnStopServer");
     RoomPlayers.Clear();
     GamePlayers.Clear();
 }
コード例 #15
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 public override void OnStopServer()
 {
     Debug.Log("Server Stopped");
     RoomPlayers.Clear();
 }
コード例 #16
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 //When server/host is stopped
 //Perhaps when a delete room button is clicked? Which will result in kicking every one out of the room
 public override void OnStopServer()
 {
     RoomPlayers.Clear(); //Clear the list of existing players, ready for a new game
 }
コード例 #17
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 public override void OnStopClient()
 {
     //Debug.Log("Custom Network Manager: Stopped client");
     SceneManager.LoadScene(0); //reload scene for client
     RoomPlayers.Clear();
 }
コード例 #18
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 public override void OnStopHost()
 {
     RoomPlayers.Clear();
     //Debug.Log("Custom Network Manager: Stopped host");
     StopClient();
 }