public static void PopulateItemDatabase() { uint dbId = 1; Inventory.DbAddNewDefinition(new MeleeWeapon(dbId++, "Sword", 20, 20, 15, 1.5f, true)); Inventory.DbAddNewDefinition(new MeleeWeapon(dbId++, "Hammer", 30, 30, 12, 1.5f, true)); Inventory.DbAddNewDefinition(new Armor(dbId++, "Helmet", 30, 30, 5, "HeadMount", false)); Inventory.DbAddNewDefinition(new Armor(dbId, "Chestplate", 30, 30, 12, "ChestMount", false)); NetSerializer.Add <MeleeWeapon>(ItemSerializer, ItemDeserializer); NetSerializer.Add <IInvItem>(ItemSerializer, ItemDeserializer); }
void Start() { socket = GetComponent <NetSocket>(); viewManager = GetComponent <NetViewManager>(); zoneClient = GetComponent <NetZoneClient>(); zoneClient.OnZoneSetupSuccess += ZoneSetupSuccessful; socket.Events.OnConnectedToServer += ConnectedToServer; socket.Events.OnDisconnectedFromServer += DisconnectedFromServer; viewManager.OnNetViewCreated += OnNetViewCreated; socket.StartSocket(); socket.RegisterRpcListener(this); NetSerializer.Add <Item>(Item.Serialize, Item.Deserialize); NetSerializer.Add <Equip>(Item.Serialize, Item.Deserialize); socket.Connect(serverIps[serverIpIndex] + ":" + serverPort); }
void Start() { socket = GetComponent <NetSocket>(); zoneManager = GetComponent <NetZoneManager>(); zoneServer = GetComponent <NetZoneServer>(); netViewManager = GetComponent <NetViewManager>(); zoneServer.OnAssignment += AssignedToZone; socket.ProtocolAuthority = true; socket.AcceptConnections = true; socket.MaxConnections = 512; socket.Events.OnPeerApproval += PeerApproval; socket.Events.OnSocketStart += SocketStart; socket.Events.OnFailedToConnect += FailedToConnect; socket.Events.OnClientDisconnected += OnClientDisconnect; socket.StartSocket(ServerAddress + ":" + ServerPortRoot); socket.RegisterRpcListener(this); NetSerializer.Add <Item>(Item.Serialize, Item.Deserialize); NetSerializer.Add <Equip>(Item.Serialize, Item.Deserialize); }