Exemplo n.º 1
0
        /// <summary>
        /// Update the UI when a player joins the game.
        /// </summary>
        private void NetworkManager_OnClientJoin(PlayerConnection player)
        {
            switch (GameManager.NetworkManager.AllClients.Count)
            {
            case 1:
                names[0] = player.PlayerInfo.Name;
                playerOneName.SetText(names[0]);
                playerOneName.SetText(names[0]);
                colors[0] = player.PlayerInfo.Color;
                playerOneColor.GetComponent <Image>().color = colors[0];
                break;

            case 2:
                names[1] = player.PlayerInfo.Name;
                playerTwoName.SetText(names[1]);
                colors[1] = player.PlayerInfo.Color;
                playerTwoColor.GetComponent <Image>().color = colors[1];
                break;

            case 3:
                names[2] = player.PlayerInfo.Name;
                playerThreeName.SetText(names[2]);
                colors[2] = player.PlayerInfo.Color;
                playerThreeColor.GetComponent <Image>().color = colors[2];
                break;

            case 4:
                names[3] = player.PlayerInfo.Name;
                playerFourName.SetText(names[3]);
                colors[3] = player.PlayerInfo.Color;
                playerFourColor.GetComponent <Image>().color = colors[3];
                break;
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Unregisters a player connection.
        /// Called when a <see cref="PlayerConnection"/> object is destroyed.
        /// Usually happens when a player client disconnects from the server.
        /// Fires <see cref="OnClientLeave"/>.
        /// </summary>
        /// <param name="connection">The connection to unregister.</param>
        public void UnregisterClient(PlayerConnection connection)
        {
            if (this.AllClients.Contains(connection))
            {
                this.AllClients.Remove(connection);
                this.OnClientLeave?.Invoke(connection);
            }

            if (this.isWaitingForClientsToLoad)
            {
                this.CheckIfClientsReady();
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// Registers a new playerr connection for this network manager.
        /// Called when a new <see cref="PlayerConnection"/> object is spawned.
        /// Usually happens when a new player client connects to the server.
        /// Fires <see cref="OnClientJoin"/>.
        /// </summary>
        /// <param name="connection">The new connection to register.</param>
        public void RegisterClient(PlayerConnection connection)
        {
            connection.transform.SetParent(this.clientsContainer);

            if (connection.IsOwn)
            {
                this.ConnectionToServer = connection;
            }

            if (!this.AllClients.Contains(connection))
            {
                this.AllClients.Add(connection);
                this.OnClientJoin?.Invoke(connection);
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// Sets the player client this player belongs to.
        /// Synchronizes the value with the clients.
        /// </summary>
        /// <param name="client">The owner client.</param>
        public void SetClient(PlayerConnection client)
        {
            this.Client = client;

            if (client != null)
            {
                this.playerNameText.text = client.PlayerInfo.Name;
                this.playerModelRenderer.material.color = client.PlayerInfo.Color;
            }

            if (this.isServer)
            {
                this.RpcSetClient(client != null ? client.GetComponent <NetworkIdentity>() : null);
            }
        }
Exemplo n.º 5
0
        private void AddPlayer(PlayerConnection client)
        {
            foreach (Player p in this.allPlayers)
            {
                if (p.Client == client)
                {
                    return;
                }
            }

            Transform  spawnPos = this.GetSpawnForPlayer(this.allPlayers.Count);
            GameObject playerGO = GameObject.Instantiate(GameManager.PlayerPrefab, spawnPos.position, spawnPos.rotation, this.transform);
            Player     player   = playerGO.GetComponent <Player>();

            NetworkServer.Spawn(playerGO, client.connectionToClient);
            this.RegisterPlayer(player);
            player.SetClient(client);
        }
Exemplo n.º 6
0
        private void RemovePlayer(PlayerConnection client)
        {
            Player targetPlayer = null;

            foreach (Player p in this.allPlayers)
            {
                if (p.Client == client)
                {
                    targetPlayer = p;
                    break;
                }
            }

            if (targetPlayer != null)
            {
                this.UnregisterPlayer(targetPlayer);
                NetworkServer.Destroy(targetPlayer.gameObject);
            }
        }
Exemplo n.º 7
0
        public override void OnServerAddPlayer(NetworkConnection conn)
        {
            if (this.pendingConnections.ContainsKey(conn.connectionId))
            {
                GameObject       connectionGO     = GameObject.Instantiate(this.playerPrefab, this.clientsContainer);
                PlayerConnection clientConnection = connectionGO.GetComponent <PlayerConnection>();
                clientConnection.SetPlayerInfo(this.pendingConnections[conn.connectionId]);

                // Register server-side events for the connected client
                if (clientConnection != null)
                {
                    clientConnection.OnLevelLoaded += this.PlayerConnection_OnLevelLoaded;
                }

                this.pendingConnections.Remove(conn.connectionId);
                NetworkServer.AddPlayerForConnection(conn, connectionGO);
            }
            else
            {
                conn.Disconnect(); // No player info was sent before requesting to add a player -> disconnect and let the client retry
            }
        }
Exemplo n.º 8
0
        /// <summary>
        /// Update the UI when a player leaves the game.
        /// </summary>
        private void NetworkManager_OnClientLeave(PlayerConnection player)
        {
            playerFourName.SetText(" ");
            playerFourColor.GetComponent <Image>().color = new Color(0f, 0f, 0f, 0f);

            if (player.PlayerInfo.Name == names[0]) //player one leaves
            {
                colors[0] = new Color(0f, 0f, 0f, 0f);
                for (int i = 3; i >= GameManager.NetworkManager.AllClients.Count; i--)
                {
                    names[i + 1]  = "";
                    colors[i + 1] = new Color(0f, 0f, 0f, 0f);
                }
                playerOneName.SetText(names[1]);
                playerOneColor.GetComponent <Image>().color = colors[1];
                names[0]  = names[1];
                colors[0] = colors[1];

                playerTwoName.SetText(names[2]);
                playerTwoColor.GetComponent <Image>().color = colors[2];
                names[1]  = names[2];
                colors[1] = colors[2];

                playerThreeName.SetText(names[3]);
                playerThreeColor.GetComponent <Image>().color = colors[3];
                names[2]  = names[3];
                colors[2] = colors[3];
            }
            else
            {
                if (player.PlayerInfo.Name == names[1]) //player two leaves
                {
                    for (int i = 3; i >= GameManager.NetworkManager.AllClients.Count; i--)
                    {
                        names[i + 1]  = "";
                        colors[i + 1] = new Color(0f, 0f, 0f, 0f);
                    }
                    playerTwoName.SetText(names[2]);
                    playerTwoColor.GetComponent <Image>().color = colors[2];
                    names[1]  = names[2];
                    colors[1] = colors[2];

                    playerThreeName.SetText(names[3]);
                    playerThreeColor.GetComponent <Image>().color = colors[3];
                    names[2]  = names[3];
                    colors[2] = colors[3];
                }
                else
                {
                    if (player.PlayerInfo.Name == names[2]) //player three leaves
                    {
                        names[2]  = "";
                        colors[2] = new Color(0f, 0f, 0f, 0f);

                        playerThreeName.SetText(names[3]);
                        playerThreeColor.GetComponent <Image>().color = colors[3];
                        names[2]  = names[3];
                        colors[2] = colors[3];
                    }
                }
            }
            names[3]  = "";
            colors[3] = new Color(0f, 0f, 0f, 0f);
        }
Exemplo n.º 9
0
 /// <summary>
 /// Called when a player client has finished loading a level.
 /// Calls <see cref="CheckIfClientsReady"/> to check if all clients are ready and the server can start the level.
 /// </summary>
 /// <param name="connection">The client that has finished loading a requested level.</param>
 private void PlayerConnection_OnLevelLoaded(PlayerConnection connection) => this.CheckIfClientsReady();