// Use this for initialization void Awake() { // We are a singleton if (Instance != null) { Destroy(gameObject); return; } else { Instance = this; } if (applicationId == -1) { applicationId = Network.Utils.GetIPBasedApplicationId(); } Client = new ClientNetworking(socketSettings, applicationId); Client.OnConnect += OnConnect; onPlayerFullPacketListenerHandle = Client.AddListener <PlayerFullPacket>(OnPlayerFullPacket); worldEntityManager = new WorldEntityManager(Client); npcManager = new ClientNPCManager(Client, worldEntityManager); // don't set proxy manager up yet, as we want to wait for first player packet // as that is for *us* rather than proxy players Client.Connect(); }
private void button1_Click(object sender, EventArgs e) { try { networkApi.Connect(); label1.Text = "Connected..."; } catch (Exception ex) { MessageBox.Show(ex.Message); } }
private void Page_Loaded(object sender, RoutedEventArgs e) { LoginMenuPlayer(true, null); Task.Run(() => ClientNetworking.Connect()); Task.Run(() => MainClientWorker.CheckSoundEffects()); }