// ------------------------------------------------------------------------------- // Awake // ------------------------------------------------------------------------------- void Awake() { singleton = this; debug = new DebugHelper(); debug.Init(); networkManager = GetComponent <OpenMMO.Network.NetworkManager>(); networkTransport = GetComponent <Mirror.TelepathyTransport>(); originalPort = networkTransport.port; SceneManager.sceneLoaded += OnSceneLoaded; if (!active || GetIsMainZone || !GetCanSwitchZone) { currentZone = mainZone; debug.LogFormat(this.name, nameof(Awake), "mainZone"); //DEBUG return; } currentZone = subZones[zoneIndex]; foreach (NetworkZoneTemplate template in subZones) { if (template == currentZone) { InitAsSubZone(template); } } }
/// <summary> /// called when quitting the application by closing the window / pressing stop in the editor /// <para>virtual so that inheriting classes' OnApplicationQuit() can call base.OnApplicationQuit() too</para> /// </summary> public virtual void OnApplicationQuit() { // stop client first // (we want to send the quit packet to the server instead of waiting // for a timeout) if (NetworkClient.isConnected) { StopClient(); print("OnApplicationQuit: stopped client"); } // stop server after stopping client (for proper host mode stopping) if (NetworkServer.active) { StopServer(); print("OnApplicationQuit: stopped server"); } // 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(); }
// ------------------------------------------------------------------------------- // Awake // ------------------------------------------------------------------------------- void Awake() { singleton = this; debug = new DebugHelper(); debug.Init(); networkManager = GetComponent <OpenMMO.Network.NetworkManager>(); networkTransport = GetComponent <Mirror.TelepathyTransport>(); if (!active || GetIsMainZone || networkManager == null || networkTransport == null) { return; } int tmpIndex = 0; foreach (NetworkZoneTemplate template in subZones) { tmpIndex++; if (zoneIndex == tmpIndex) { InitAsSubZone(template, tmpIndex); } } }
void Awake() { This = this; TeamOneColor = new Color(1, 0, 0, 1); TeamTwoColor = new Color(0, 0, 1, 1); NM = this.GetComponent <Mirror.NetworkManager>(); TT = this.GetComponent <Mirror.TelepathyTransport>(); ND = this.GetComponent <Mirror.Discovery.NetworkDiscovery>(); }