Init() public method

public Init ( ) : void
return void
Exemplo n.º 1
0
        public void AddClientSide(NetworkViewID recieverId, NetworkMessageInfo info)
        {
            NetworkViewID senderViewId = Network.AllocateViewID();

            this.glNetworkView.RPC("AddServerSide", info.sender, senderViewId);

            NetworkPlayer            player   = info.sender;
            ConnectionId             playerid = NetworkPlayerToConnectionId(player);
            SingleEndpointConnection endpoint = mKnownPlayers[playerid];

            NetworkView reciever = endpoint.gameObject.AddComponent <NetworkView>();

            reciever.viewID = recieverId;
            reciever.stateSynchronization = NetworkStateSynchronization.Unreliable;

            NetworkView sender = endpoint.gameObject.AddComponent <NetworkView>();

            sender.viewID = senderViewId;
            sender.stateSynchronization = NetworkStateSynchronization.Unreliable;

            endpoint.Receiver = reciever;
            endpoint.Sender   = sender;
            endpoint.Init();


            Debug.Log("Connection to " + playerid + " initialized");
            NetworkEvent ev = new NetworkEvent(NetEventType.NewConnection, playerid, null);

            mEvents.Enqueue(ev);
        }
Exemplo n.º 2
0
        public void AddServerSide(NetworkViewID id, NetworkMessageInfo info)
        {
            ConnectionId             playerid = NetworkPlayerToConnectionId(info.sender);
            SingleEndpointConnection endpoint = mKnownPlayers[playerid];

            NetworkView reciever = endpoint.gameObject.AddComponent <NetworkView>();

            reciever.viewID = id;
            //reciever.observed = this;
            reciever.stateSynchronization = NetworkStateSynchronization.Unreliable;

            endpoint.Receiver = reciever;
            endpoint.Init();



            Debug.Log("Connection to " + playerid + " initialized");

            mPlayerToConnectionId[info.sender] = playerid;
            NetworkEvent ev = new NetworkEvent(NetEventType.NewConnection, playerid, null);

            mEvents.Enqueue(ev);
        }