// public override void ConnectRequest(UdpKit.UdpEndPoint endpoint, Bolt.IProtocolToken token) // { // BoltConsole.Write("Connecting request", Color.red); // var playerToken = token as PlayerToken; // if(playerToken != null) // { // BoltConsole.Write("Token received", Color.red); // BoltNetwork.Accept(endpoint, playerToken); // } else { // BoltConsole.Write("No tokens", Color.red); // BoltNetwork.Accept(endpoint); // } // } public override void Connected(BoltConnection connection) { BoltLog.Error("ServerCallBack: Client player are being made, connection: " + connection.ToString()); PlayerToken playerToken = connection.ConnectToken as PlayerToken; //BoltConsole.Write(playerToken.playerName + " ja " + playerToken.playerNumber, Color.magenta); MultiplayerPlayerRegistery.CreateClientPlayer(connection, playerToken); }
private void Awake() { BoltLog.Info("ServerCallBack: Server player created on awake call"); GamemanagerNetwork.Instantiate(); MultiplayerPlayerRegistery.CreateServerPlayer(); }
public override void Disconnected(BoltConnection connection) { BoltLog.Info(connection.ToString() + " just disconnected"); MultiplayerPlayerRegistery.RemovePlayerObject(connection); }
public override void SceneLoadRemoteDone(BoltConnection connection) { BoltLog.Info("ServerCallBack: RemoveSceneLoaded, spawn client. Connection: " + connection.ToString()); MultiplayerPlayerRegistery.GetMultiplayerPlayer(connection).Spawn(); }