Пример #1
0
 public void StartServer()
 {
     if (AndrickPlugin.ActivateServer(5))
     {
         server = true;
         testInit.SetActive(false);
         testServerStuff.SetActive(true);
         Debug.Log("Server Init Succeeded!");
         console.text = "Server Init Succeeded!";
     }
     else
     {
         Debug.Log("Server Init Failed!");
         console.text = "Server Init Failed!";
     }
 }
Пример #2
0
    public void OnCreateServer()
    {
        //Set necessary data that needs to be sent to the server in persistent handler
        //So then we can ask the server about this info in the lobby
        int maxUsers = 0;

        if (int.TryParse(maxUserInput.text.ToString(), out maxUsers))
        {
            Persistent.Instance.isServer            = true;
            Persistent.Instance.ServerInfo.maxUsers = maxUserInput.text;
            if (AndrickPlugin.ActivateServer(maxUsers))
            {
                Persistent.Instance.isNetworkActive = true;
                GetSceneTracker().LoadSceneSynchronously(SceneInfoList.SERVER_CONTROL_PANEL);
            }
            else
            {
                GetSceneTracker().LoadSceneSynchronously(SceneInfoList.TITLE_MENU);
            }
        }

        //GetSceneTracker().LoadSceneAsync(SceneInfoList.LOADING_MENU, UnityEngine.SceneManagement.LoadSceneMode.Single, OnSceneLoaded);
    }
Пример #3
0
 // Start is called before the first frame update
 void Start()
 {
     Debug.Log(AndrickPlugin.ActivateServer(5));
 }