void Start()
    {
        TelepathyTransport transportLayer = GetComponent <TelepathyTransport>();
        NetworkManager     mg             = GetComponent <NetworkManager>();

        mg.maxConnections   = SceneDataTransfer.MaxPlayers;
        mg.networkAddress   = SceneDataTransfer.IPAddress;
        transportLayer.port = SceneDataTransfer.Port;

        switch (SceneDataTransfer.GameType)
        {
        case "Host":
        {
            mg.StartHost();
            break;
        }

        case "Client":
        {
            mg.StartClient();
            break;
        }

        default:
        {
            mg.StartHost();
            break;
        }
        }
    }
コード例 #2
0
        private void ConnectToServer()
        {
            if (BuildPreferences.isForRelease)
            {
                networkManager.networkAddress = GameScreenManager.Instance.serverIP;
                networkManager.StartClient();
                return;
            }

            networkManager.networkAddress = serverAddressInput.text;
            TelepathyTransport transport = CustomNetworkManager.Instance.GetComponent <TelepathyTransport>();
            ushort             port      = 0;

            if (portInput.text.Length >= 4)
            {
                ushort.TryParse(portInput.text, out port);
            }
            if (port == 0)
            {
                transport.port = 7777;
            }
            else
            {
                transport.port = port;
            }
            networkManager.StartClient();
        }
 /// Contains the buttons for connecting to the two different simulations
 void StartButtons()
 {
     if (!NetworkClient.active)
     {
         TelepathyTransport tpt = GetComponent <TelepathyTransport>();
         // Client + IP
         //GUILayout.BeginHorizontal();
         if (GUILayout.Button("Join AI"))
         {
             //Add right ip with port
             manager.networkAddress = "142.93.139.199";
             tpt.port = 7777;
             manager.StartClient();
         }
         //manager.networkAddress = "142.93.139.199"/*GUILayout.TextField(manager.networkAddress)*/;
         //GUILayout.EndHorizontal();
         if (GUILayout.Button("Join no AI"))
         {
             //Add right ip with port
             manager.networkAddress = "142.93.139.199";
             tpt.port = 7778;
             manager.StartClient();
         }
     }
     else
     {
         // Connecting
         GUILayout.Label("Connecting to " + manager.networkAddress + "..");
         if (GUILayout.Button("Cancel Connection Attempt"))
         {
             manager.StopClient();
         }
     }
 }
コード例 #4
0
 /// Called upon initialization
 void Start()
 {
     networkManager     = networkManagerObject.GetComponent <CustomNetworkManager>();
     tpt                = networkManagerObject.GetComponent <TelepathyTransport>();
     mainCameraControls = mainCamera.GetComponent <ControlCamera>();
     mainCameraControls.DeTransition();
 }
コード例 #5
0
ファイル: Server.cs プロジェクト: FedeJure/RoyalSmash
 public override void Awake()
 {
     base.Awake();
     networkManager    = GetComponent <NetworkManager>();
     networkManagerHud = GetComponent <NetworkManagerHUD>();
     tpcTransport      = GetComponent <TelepathyTransport>();
     wsTransport       = GetComponent <WebsocketTransport>();
 }
コード例 #6
0
    public override void OnApplicationQuit()
    {
        base.OnApplicationQuit();
        // stop transport (e.g. to shut down threads)
        // (when pressing Stop in the Editor, Unity keeps threads alive
        //  until we press Start again. so if Transports use threads, we
        //  really want them to end now and not after next start)
        TelepathyTransport telepathy = GetComponent <TelepathyTransport>();

        telepathy.Shutdown();
    }
        private void Awake()
        {
            infoMessageText.gameObject.SetActive(false); //hide the info message text UI element

            //get the network components
            manager   = GetComponent <NetworkLobbyManager_Mirror>();
            transport = GetComponent <TelepathyTransport>();

            EnableMenu(MultiplayerMenu.main); //by default, we're in the main MP menu

            //initialize the defeat condition & speed modifier drop down menu options.
            defeatConditionMenu.Init();
            speedModifierMenu.Init();
        }
コード例 #8
0
        void AttemptConfigLoad()
        {
            var path = Path.Combine(Application.streamingAssetsPath, "config", "config.json");

            buildInfo = JsonUtility.FromJson <BuildInfo>(File.ReadAllText(Path.Combine(Application.streamingAssetsPath, "buildinfo.json")));

            if (File.Exists(path))
            {
                activeTransport = FindObjectOfType <TelepathyTransport>();
                config          = JsonUtility.FromJson <ServerConfig>(File.ReadAllText(path));
                Instance.StartCoroutine(Instance.SendServerStatus());
            }
            else
            {
                Logger.Log("No config found for Rcon and Server Hub connections", Category.DatabaseAPI);
            }
        }
コード例 #9
0
    // Use this for initialization
    void Start()
    {
        if (!manager)
        {
            manager = GetComponent <NetworkManager>();
        }

        transport = manager.GetComponent <TelepathyTransport>();

        //Checking if we have saved Server Infomation and filling the text fields.
        if (PlayerPrefs.HasKey("nwPortS"))
        {
            //manager.networkPort = Convert.ToInt32(PlayerPrefs.GetString("nwPortS"));
            //portPlaceholderText.text = manager.networkPort.ToString();

            transport.port           = Convert.ToUInt16(PlayerPrefs.GetString("nwPortS"));
            portPlaceholderText.text = transport.port.ToString();
        }

        if (PlayerPrefs.HasKey("IPAddressS"))
        {
            externalip = PlayerPrefs.GetString("IPAddressS");
            localIP    = PlayerPrefs.GetString("LocalIP");
            getIP.GetComponentInChildren <Text>().text = "Server IP Address\nExternal :" + externalip + "\nLocal :" + localIP;
        }
        if (PlayerPrefs.HasKey("Password"))
        {
            passwordText.text = PlayerPrefs.GetString("Password");
            if (passwordText.text == "")
            {
                paswPlaceholderText.text = "(not needed)";
            }
        }
        if (PlayerPrefs.HasKey("MaxConnections"))
        {
            maxConnText.text = PlayerPrefs.GetString("MaxConnections");
        }

        clientsInfoText = clientsInfo.GetComponentInChildren <Text>();
        setText         = true;
    }
コード例 #10
0
ファイル: ClientHUD.cs プロジェクト: skymeson/flock2
    // Use this for initialization
    void Start()
    {
        if (!manager)
        {
            manager = GetComponent <NetworkManager>();
        }

        transport = manager.GetComponent <TelepathyTransport>();

        //checking if we have saved server info.
        if (PlayerPrefs.HasKey("nwPortC"))
        {
            //manager.networkPort = Convert.ToInt32(PlayerPrefs.GetString("nwPortC"));
            transport.port = Convert.ToUInt16(PlayerPrefs.GetString("nwPortS"));
            portText.text  = PlayerPrefs.GetString("nwPortC");
        }
        if (PlayerPrefs.HasKey("IPAddressC"))
        {
            manager.networkAddress = PlayerPrefs.GetString("IPAddressC");
            ipText.text            = PlayerPrefs.GetString("IPAddressC");
        }
    }
コード例 #11
0
 void Awake()
 {
     networkManager     = GetComponent <NetworkManager>();
     telepathyTransport = GetComponent <TelepathyTransport>();
 }
コード例 #12
0
ファイル: TcpHandler.cs プロジェクト: FedeJure/RoyalSmash
 public TcpHandler(TelepathyTransport transport)
 {
     transport.OnClientConnected.AddListener(OnClientConnected);
     transport.OnClientDisconnected.AddListener(OnClientDisconnected);
 }