private static void RequestPlayerObject() { // Ready/AddPlayer is usually triggered by a scene load completing. if no scene was loaded, then Ready/AddPlayer it here instead. if (!NetworkClient.ready) { NetworkClient.Ready(); } NetworkClient.AddPlayer(); clientHasPlayer = true; Logger.Debug("Client has requested player object."); }
public override void OnClientConnect(NetworkConnection conn) { if (!clientLoadedScene) { if (!NetworkClient.ready) { NetworkClient.Ready(); } NetworkClient.AddPlayer(); } ClientConnected?.Invoke(); }
private void Start() { Boton.onClick.AddListener(delegate() { if (NetworkClient.AddPlayer()) { Room.SetDebugText("Esperando al resto de jugadores...", disappear: false); Boton.interactable = false; } else { Room.SetDebugText("Error al enviar mensaje al servidor", disappear: true); Boton.interactable = true; } } ); }
public override void OnClientConnect(NetworkConnection conn) { Debug.Log("New client has connected"); // OnClientConnect by default calls AddPlayer but it should not do // that when we have online/offline scenes. so we need the // clientLoadedScene flag to prevent it. if (!clientLoadedScene) { // Ready/AddPlayer is usually triggered by a scene load // completing. if no scene was loaded, then Ready/AddPlayer it // here instead. if (!NetworkClient.ready) { NetworkClient.Ready(); } if (autoCreatePlayer) { NetworkClient.AddPlayer(); } } }
/// <summary> /// Called on the client when connected to a server. /// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para> /// </summary> /// <param name="conn">Connection to the server.</param> public override void OnClientConnect(NetworkConnection serconn) { H.klog1($"client successful connected to server", this.name); //Caching ConntoServer, so we can send msg to server AssistMan._ins.conntoserver = serconn; AssistMan._ins.onCliConnect?.Invoke(true); // We will disable auto ready here -------- //--- BASE ON CLIENT CONNECT // OnClientConnect by default calls AddPlayer but it should not do // that when we have online/offline scenes. so we need the // clientLoadedScene flag to prevent it. if (!clientLoadedScene) { // Ready/AddPlayer is usually triggered by a scene load // completing. if no scene was loaded, then Ready/AddPlayer it // here instead. //===> //*** if (!NetworkClient.ready) NetworkClient.Ready();******************** if (autoCreatePlayer) { NetworkClient.AddPlayer(); } } //H.klog($"This is using _ins of Fabauthen {FabAuthenCodeNLogin._ins.GetCliFabid()}"); //H.klog($"This is using Fabauthen obj {fabAuthen.GetCliFabid()}"); //base.OnClientConnect(conn); // ---- END BASE ON CLIENT CONNECT //sending welcome msg to server and also fabid Msg_Welcome msg = new Msg_Welcome { wlcomemsg = $"Hello anal server + fabid {fabAuthen.GetCliFabid()}" }; msg.fabid = (fabAuthen.GetCliFabid() != null) ? fabAuthen.GetCliFabid() : ""; //msg.fabid = "testfabid"; serconn.Send(msg); }