public void Setup(CrironaNet aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode()); // Make sure broadcastKey matches client isOpen = false; numPlayers = 0; broadcastDataObject = new BroadcastData(); broadcastDataObject.peerId = networkManager.peerId; UpdateBroadcastData(); }
private void OnDataComepletelyReceived(int transmissionId, byte[] data) { CrironaNet networkManager = NetworkManager.singleton as CrironaNet; CrironaPlayer p = networkManager.localPlayer as CrironaPlayer; if (p != null) { //deserialize data and relocalize StartCoroutine(p.RelocateDevice(data)); } }
public void Update() { if (networkManager == null) { networkManager = FindObjectOfType(typeof(CrironaNet)) as CrironaNet; networkManager.listener = listener; if (networkManager.verboseLogging) { Debug.Log("RECONNECTING"); } } }
public override void OnStartClient() { networkManager = NetworkManager.singleton as CrironaNet; if (networkManager) { networkManager.lobbySlots[slot] = this; OnClientEnterLobby(); } else { Debug.LogError("CaptainsMessPlayer could not find a CaptainsMessNetworkManager."); } }
public override void OnStartLocalPlayer() { networkManager = NetworkManager.singleton as CrironaNet; networkManager.localPlayer = this; #if UNITY_ANDROID deviceName = SystemInfo.deviceModel; #else deviceName = SystemInfo.deviceName; #endif version = VERSION; deviceId = networkManager.deviceId; peerId = networkManager.peerId; playerIndex = slot; ready = false; CmdSetBasePlayerInfo(version, deviceName, deviceId, peerId, playerIndex); }
public void Awake() { ValidateConfig(); // Create network manager networkManager = (Instantiate(Resources.Load("CrironaNetworkManager")) as GameObject).GetComponent <CrironaNet>(); if (networkManager != null) { //networkManager.logLevel = 0; networkManager.name = "CrironaNetworkManager"; networkManager.runInBackground = false; // runInBackground is not recommended on iOS networkManager.broadcastIdentifier = broadcastIdentifier; networkManager.minPlayers = minPlayers; networkManager.SetMaxPlayers(maxPlayers); //Setting maxPlayers and maxConnections networkManager.allReadyCountdownDuration = countdownDuration; networkManager.forceServer = forceServer; // I'm just using a single scene for everything networkManager.offlineScene = ""; networkManager.onlineScene = ""; networkManager.playerPrefab = playerPrefab.gameObject; networkManager.listener = listener; networkManager.verboseLogging = verboseLogging; // Optionally create Debug GUI if (useDebugGUI) { networkManager.GetComponent <CrironaGUI>().enabled = true; } } else { Debug.LogError("Error creating network manager"); } }
public void Setup(CrironaNet aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode()); // Make sure broadcastKey matches server }
public void Awake() { mess = FindObjectOfType(typeof(CrironaMess)) as CrironaMess; networkManager = GetComponent <CrironaNet>(); }