public override void OnStartLocalPlayer() { networkManager = NetworkManager.singleton as LocalNetworkManager; networkManager.localPlayer = this; #if UNITY_ANDROID deviceName = SystemInfo.deviceModel; #else deviceName = SystemInfo.deviceName; #endif version = VERSION; deviceId = networkManager.deviceId; peerId = networkManager.peerId; playerIndex = slot; ready = false; // deviceModel = SystemInfo.deviceModel; // memory = SystemInfo.systemMemorySize; // processorFrequency = SystemInfo.processorFrequency; // operatingSystem = SystemInfo.operatingSystem; // Debug.Log(String.Format("Device specs: {0}, {1}, {2} proc, {3} mem", deviceModel, operatingSystem, processorFrequency, memory)); CmdSetBasePlayerInfo(version, deviceName, deviceId, peerId, playerIndex); }
public override void Bind(string ipAddress, int port) { DoTry(() => { _connectedId = LocalNetworkManager.BindServer(this); }); }
public override void Connect(string ipAddress, int port) { DoTry(() => { FireOnConnectionAttempt(ipAddress, port); _connectedId = LocalNetworkManager.Connect(this); FireOnConnected(this); }); }
// ==================== SERVER ==================== public override void OnStartServer() { networkManager = singleton as LocalNetworkManager; if (lobbySlots == null || lobbySlots.Length == 0) { lobbySlots = new Player[maxPlayers]; } }
public void Start() { WaitingBox = GameObject.Find("WaitingBox"); if (WaitingBox) { WaitingBox.SetActive(false); } networkState = NetworkState.Offline; networkManager = NetworkManager.singleton as LocalNetworkManager; ClientScene.RegisterPrefab(gameSessionPrefab); }
public void Setup(LocalNetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode()); // Make sure broadcastKey matches client isOpen = false; numPlayers = 0; Scene = SceneManager.GetActiveScene().name; broadcastDataObject = new BroadcastData(); broadcastDataObject.peerId = networkManager.peerId; UpdateBroadcastData(); }
public void Update() { if (networkManager == null) { networkManager = FindObjectOfType(typeof(LocalNetworkManager)) as LocalNetworkManager; networkManager.listener = listener; if (networkManager.verboseLogging) { Debug.Log("!! RECONNECTING !!"); } } }
void Awake() { networkManager = NetworkManager.singleton as LocalNetworkManager; networkManager.GetComponent <DebugGUI>().enabled = false; networkManager.playerPrefab = Resources.Load("Character") as GameObject; local = FindObjectOfType(typeof(LocalMultiplayer)) as LocalMultiplayer; BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + "/ndata.sav", FileMode.Open); Globals.networkData = (NetwrokData)bf.Deserialize(file); file.Close(); }
public override void OnStartClient() { local = FindObjectOfType(typeof(LocalMultiplayer)) as LocalMultiplayer; networkManager = NetworkManager.singleton as LocalNetworkManager; if (networkManager) { networkManager.lobbySlots[slot] = this; OnClientEnterLobby(); } else { Debug.LogError("LocalPlayer could not find the NetworkManager."); } }
void Awake() { if (FindObjectOfType(typeof(LocalMultiplayer)) && NetworkManager.singleton) { networkManager = NetworkManager.singleton as LocalNetworkManager; networkManager.GetComponent <DebugGUI>().enabled = true; networkManager.playerPrefab = Resources.Load("PlayerProfile") as GameObject; local = FindObjectOfType(typeof(LocalMultiplayer)) as LocalMultiplayer; } //BinaryFormatter bf = new BinaryFormatter(); //FileStream file = File.Open(Application.persistentDataPath + "/ndata.sav", FileMode.Open); //Globals.networkData = (NetwrokData)bf.Deserialize(file); //file.Close(); ConfigNetworkScript.LoadNData(); }
protected override void ProcessSend(Packet packet) { DoTry(() => { FireOnMessageSendAttempt(this); OutBuffer = packet.ToBytes(); if (LocalNetworkManager.Send(this, _connectedId, OutBuffer)) { if (OutGoingPackets.Count == 0) { FireOnMessageSentSuccess(this); } } else { FireOnError(new NetworkInfoException("Could not send data to end poin id: " + _connectedId)); } }); }
public void Awake() { ValidateConfig(); // Create network manager networkManager = (Instantiate(Resources.Load("LocalNetworkManager")) as GameObject).GetComponent <LocalNetworkManager>(); if (networkManager != null) { //networkManager.logLevel = 0; networkManager.name = "LocalNetworkManager"; //networkManager.dontDestroyOnLoad = false; networkManager.runInBackground = true; // runInBackground is not recommended on iOS networkManager.broadcastIdentifier = broadcastIdentifier; networkManager.minPlayers = minPlayers; networkManager.SetMaxPlayers(maxPlayers); //Setting maxPlayers and maxConnections networkManager.allReadyCountdownDuration = countdownDuration; networkManager.forceServer = forceServer; // I'm just using a single scene for everything networkManager.offlineScene = ""; networkManager.onlineScene = ""; networkManager.playerPrefab = playerPrefab.gameObject; networkManager.listener = listener; networkManager.verboseLogging = verboseLogging; // Optionally create Debug GUI if (useDebugGUI) { networkManager.GetComponent <DebugGUI>().enabled = true; } } else { Debug.LogError("Error creating network manager"); } }
void Update() { if (!networkManager) { networkManager = NetworkManager.singleton as LocalNetworkManager; } if (networkManager.NumPlayers() == 1) { if (WaitingBox) { WaitingBox.SetActive(true); } } else { if (WaitingBox) { WaitingBox.SetActive(false); } } //networkStateField.text = networkState.ToString(); }
public void Awake() { if (GameObject.Find("btnCancel")) { btnCancel = GameObject.Find("btnCancel").GetComponent <Button>(); btnCancel.onClick.AddListener(() => { local.Cancel(); ShowGUI = true; }); btnCancel.gameObject.SetActive(false); } if (GameObject.Find("btnHost") && GameObject.Find("btnJoin")) { btnHost = GameObject.Find("btnHost").GetComponent <Button>(); btnHost.onClick.AddListener(() => { local.StartHosting(); ShowGUI = false; }); btnJoin = GameObject.Find("btnJoin").GetComponent <Button>(); btnJoin.onClick.AddListener(() => { local.StartJoining(); ShowGUI = false; }); btnHost.gameObject.SetActive(false); } local = FindObjectOfType(typeof(LocalMultiplayer)) as LocalMultiplayer; networkManager = GetComponent <LocalNetworkManager>(); }
//void Update() //{ // if (ResetClient == true) // { // Reset(); // ResetClient = false; // } //} public void Setup(LocalNetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.GetHashCode()); // Make sure broadcastKey matches server }