Пример #1
0
    // Use this for initialization
    void Start()
    {
        instance = this;
        UpdateLaughCount(0);
        FlowchartScript         = JokesFlowChart.GetComponent <Flowchart>();
        CutsceneFlowchartScript = CutsceneFlowChart.GetComponent <Flowchart>();
        Jokes = new List <Joke>();
        // Initalize the list of jokes
        for (int i = 1; i <= TotalJokeCount; i++)
        {
            Jokes.Add(new Joke {
                Name = "Joke" + i
            });
        }

        // Get reference to the lobbyHookscript so can get players
        var lobbyManager = GameObject.FindGameObjectWithTag("LobbyManager");

        if (lobbyManager != null)
        {
            var lobbyHookScript = lobbyManager.GetComponent <NetworkLobbyHook>();
            lobbyManagerScript = lobbyManager.GetComponent <NetworkLobbyManager>();

            players = lobbyHookScript.players;
        }
    }
Пример #2
0
 void Awake()
 {
     //manager =GameObject.Find("NET").GetComponent<NetworkManager>();
     m = GameObject.Find("Lobby").GetComponent <NetworkLobbyManager> ();
     GameObject.Find("Connect Hall").GetComponent <UIPanel> ().alpha = 1;
     GameObject.Find("Connect Room").GetComponent <UIPanel> ().alpha = 0;
 }
Пример #3
0
 protected void SetupNLM()
 {
     if (nlm == null)
     {
         nlm = FindObjectOfType <NetworkLobbyManager> ();
     }
 }
Пример #4
0
    public void EndGame()
    {
        NetworkLobbyManager networkLobbyManager = GameObject.FindObjectOfType <NetworkLobbyManager>();

        networkLobbyManager.ServerReturnToLobby();
        //networkLobbyManager.StopServer();
    }
 private void InitLobby()
 {
     if (!this.m_Initialized)
     {
         this.m_LobbySceneLabel = new GUIContent("Lobby Scene", "The scene loaded for the lobby");
         this.m_PlaySceneLabel  = new GUIContent("Play Scene", "The scene loaded to play the game");
         this.m_MaxPlayersLabel = new GUIContent("Max Players", "The maximum number of players allowed in the lobby.");
         this.m_MaxPlayersPerConnectionLabel = new GUIContent("Max Players Per Connection", "The maximum number of players that each connection/client can have in the lobby. Defaults to 1.");
         this.m_MinPlayersLabel                 = new GUIContent("Minimum Players", "The minimum number of players required to be ready for the game to start. If this is zero then the game can start with any number of players.");
         this.m_ShowLobbyGUIProperty            = this.serializedObject.FindProperty("m_ShowLobbyGUI");
         this.m_MaxPlayersProperty              = this.serializedObject.FindProperty("m_MaxPlayers");
         this.m_MaxPlayersPerConnectionProperty = this.serializedObject.FindProperty("m_MaxPlayersPerConnection");
         this.m_MinPlayersProperty              = this.serializedObject.FindProperty("m_MinPlayers");
         this.m_LobbyPlayerPrefabProperty       = this.serializedObject.FindProperty("m_LobbyPlayerPrefab");
         this.m_GamePlayerPrefabProperty        = this.serializedObject.FindProperty("m_GamePlayerPrefab");
         NetworkLobbyManager target = this.target as NetworkLobbyManager;
         if ((Object)target == (Object)null)
         {
             return;
         }
         if (target.lobbyScene != string.Empty && (Object)this.GetSceneObject(target.lobbyScene) == (Object)null)
         {
             Debug.LogWarning((object)("LobbyScene '" + target.lobbyScene + "' not found. You must repopulate the LobbyScene slot of the NetworkLobbyManager"));
             target.lobbyScene = string.Empty;
         }
         if (target.playScene != string.Empty && (Object)this.GetSceneObject(target.playScene) == (Object)null)
         {
             Debug.LogWarning((object)("PlayScene '" + target.playScene + "' not found. You must repopulate the PlayScene slot of the NetworkLobbyManager"));
             target.playScene = string.Empty;
         }
     }
     this.Init();
 }
Пример #6
0
 private void Awake()
 {
     if (!netManager)
     {
         netManager = FindObjectOfType <NetworkLobbyManager>();
     }
 }
Пример #7
0
 // Use this for initialization
 void Start()
 {
     if (!netManager && GameObject.FindWithTag("LobbyManager"))
     {
         netManager = GameObject.FindWithTag("LobbyManager").GetComponent <NetworkLobbyManager>();
     }
 }
        protected void ShowLobbyScenes()
        {
            NetworkLobbyManager target = this.target as NetworkLobbyManager;

            if ((Object)target == (Object)null)
            {
                return;
            }
            SceneAsset sceneObject1 = this.GetSceneObject(target.lobbyScene);

            EditorGUI.BeginChangeCheck();
            Object object1 = EditorGUILayout.ObjectField(this.m_LobbySceneLabel, (Object)sceneObject1, typeof(SceneAsset), false, new GUILayoutOption[0]);

            if (EditorGUI.EndChangeCheck())
            {
                if (object1 == (Object)null)
                {
                    this.SetLobbyScene(target, string.Empty);
                }
                else if (object1.name != target.offlineScene)
                {
                    if ((Object)this.GetSceneObject(object1.name) == (Object)null)
                    {
                        Debug.LogWarning((object)("The scene " + object1.name + " cannot be used. To use this scene add it to the build settings for the project"));
                    }
                    else
                    {
                        this.SetLobbyScene(target, object1.name);
                    }
                }
            }
            SceneAsset sceneObject2 = this.GetSceneObject(target.playScene);

            EditorGUI.BeginChangeCheck();
            Object object2 = EditorGUILayout.ObjectField(this.m_PlaySceneLabel, (Object)sceneObject2, typeof(SceneAsset), false, new GUILayoutOption[0]);

            if (!EditorGUI.EndChangeCheck())
            {
                return;
            }
            if (object2 == (Object)null)
            {
                this.SetPlayScene(target, string.Empty);
            }
            else
            {
                if (!(object2.name != this.m_NetworkManager.onlineScene))
                {
                    return;
                }
                if ((Object)this.GetSceneObject(object2.name) == (Object)null)
                {
                    Debug.LogWarning((object)("The scene " + object2.name + " cannot be used. To use this scene add it to the build settings for the project"));
                }
                else
                {
                    this.SetPlayScene(target, object2.name);
                }
            }
        }
Пример #9
0
 void Start()
 {
     gameObject.transform.localPosition      = new Vector3(0, 0, 0);
     BlackBackground.rectTransform.sizeDelta = new Vector3(Screen.width, Screen.height, 0);
     LobbyManager = GameObject.FindGameObjectWithTag("Manager").GetComponent <NetworkLobbyManager>();
     menu         = GameObject.FindGameObjectWithTag("Menu").GetComponent <Menu>();
 }
Пример #10
0
 public void FireProjectile()
 {
     if ((Time.time - lastFired) > cooldown)
     {
         lastFired = Time.time;
         //if(Network.peerType.Equals(NetworkPeerType.Disconnected))
         //{
         if (m_projectilePrefab)
         {
             //GameObject spawnedObject = (GameObject)Instantiate(m_projectilePrefab, m_projectileSource.position, Quaternion.identity);
             m_previouslySpawnedProjectile = NetworkLobbyManager.Instantiate <GameObject> (m_projectilePrefab, m_projectileSource.position, Quaternion.identity);
             if (m_previouslySpawnedProjectile)
             {
                 Rigidbody rigidBody = m_previouslySpawnedProjectile.GetComponent <Rigidbody> ();
                 if (rigidBody)
                 {
                     rigidBody.velocity = m_projectileSource.forward * m_impulseMagnitude;
                 }
             }
         }
         //}
         //else
         //{
         //	// If networked, move functionality to networked component.
         m_observer.notify();
     }
     //}
 }
Пример #11
0
    public void Connect(string pass)
    {
        NetworkLobbyManager manager = GameObject.FindGameObjectWithTag("NetworkManager").GetComponent <NetworkLobbyManager>();;
        NetworkMatch        match   = manager.GetComponent <NetworkLobbyManager>().matchMaker;

        match.JoinMatch(ConnectGame.networkId, pass, manager.OnMatchJoined);
    }
Пример #12
0
		void Awake ()
		{
				//manager =GameObject.Find("NET").GetComponent<NetworkManager>();
				m = GameObject.Find ("Lobby").GetComponent<NetworkLobbyManager> ();
				GameObject.Find ("Connect Hall").GetComponent<UIPanel> ().alpha = 1;
				GameObject.Find ("Connect Room").GetComponent<UIPanel> ().alpha = 0;
		}
Пример #13
0
    // Use this for initialization
    void Start()
    {
        Cursor.visible   = true;
        Cursor.lockState = CursorLockMode.Confined;

        if (GameObject.FindGameObjectWithTag("NetworkManager") == null)
        {
            Instantiate(MyLobbyManager);
        }

        if (Manager == null)
        {
            Manager = GameObject.FindGameObjectWithTag("NetworkManager");
        }

        if (LobbyNet == null)
        {
            LobbyNet = Manager.GetComponent <NetworkLobbyManager>();
        }

        //Hide all menus
        LobbyCreationMenu.enabled = false;
        ServerBrowser.enabled     = false;
        DirectIPMenu.enabled      = false;
        PasswordMenu.enabled      = false;
    }
Пример #14
0
    private void Start()
    {
        if (!isServer)
        {
            return;
        }

        // Find Network manager
        NetworkLobbyManager lobbyManager = FindObjectOfType <NetworkLobbyManager>();

        // Find how many players were in the Lobby
        ExpectedPlayerCount = lobbyManager.numPlayers;

        // Find data collector
        dataCollector = FindObjectOfType <DataCollector>();

        // Initialize player hand reference
        playerHands  = new List <int> [4];
        playerScores = new List <PlayerScore>();

        player0Hand    = new List <int>();
        playerHands[0] = player0Hand;
        Player0Score   = new PlayerScore();
        playerScores.Add(Player0Score);

        player1Hand    = new List <int>();
        playerHands[1] = player1Hand;
        Player1Score   = new PlayerScore();
        playerScores.Add(Player1Score);

        player2Hand    = new List <int>();
        playerHands[2] = player2Hand;
        Player2Score   = new PlayerScore();
        playerScores.Add(Player2Score);

        player3Hand    = new List <int>();
        playerHands[3] = player3Hand;
        Player3Score   = new PlayerScore();
        playerScores.Add(Player3Score);

        // Initialize lists
        playerList  = new List <Player>();
        discardPile = new List <int>();
        drawPile    = new List <int>();

        // If loading a saved game update scores
        if (dataCollector.LoadSavedGame)
        {
            savedPlayerNames  = dataCollector.LoadNames();
            savedPlayerScores = dataCollector.LoadScores();

            for (int i = 0; i < savedPlayerScores.Count; i++)
            {
                playerScores[i].SetScore(savedPlayerScores[i]);
            }
        }

        // Set start timer
        startTimer = defaultStartTime;
    }
Пример #15
0
        public override void OnStartClient()
        {
            if (LogFilter.Debug)
            {
                Debug.LogFormat("OnStartClient {0}", SceneManager.GetActiveScene().name);
            }

            base.OnStartClient();
            NetworkLobbyManager lobby = NetworkManager.singleton as NetworkLobbyManager;

            /*
             *  This demonstrates how to set the parent of the LobbyPlayerPrefab to an arbitrary scene object
             *  A similar technique would be used if a full canvas layout UI existed and we wanted to show
             *  something more visual for each player in that layout, such as a name, avatar, etc.
             *
             *  Note: LobbyPAlayer prefab will be marked DontDestroyOnLoad and carried forward to the game scene.
             *        Because of this, NetworkLobbyManager must automatically set the parent to null
             *        in ServerChangeScene and OnClientChangeScene.
             */

            if (lobby != null && SceneManager.GetActiveScene().name == lobby.LobbyScene)
            {
                gameObject.transform.SetParent(GameObject.Find("Players").transform);
            }
        }
Пример #16
0
    public override void OnStartClient()
    {
        Debug.Log("enter? " + gameObject.name);
        base.OnStartClient();

        _identity = GetComponent <NetworkIdentity>();
        _lobby    = GetComponent <NetworkLobbyManager>();
    }
Пример #17
0
 // Use this for initialization
 void Awake()
 {
     DontDestroyOnLoad(this.gameObject);
     nlp = GetComponent <NetworkLobbyPlayer> ();
     nlp.readyToBegin = true;
     NetworkLobbyManager nlm = FindObjectOfType <NetworkLobbyManager> ();
     //	Debug.Log(nlm.startPositions.Count);
 }
Пример #18
0
 //Zaczęcie matchmakera
 void StartMM()
 {
     MatchName    = "default";
     MatchSize    = 6;
     MatchPass    = "";
     LobbyManager = gameObject.GetComponent <NetworkLobbyManager>();
     LobbyManager.StartMatchMaker();
 }
        public override void OnInspectorGUI()
        {
            if (this.m_DontDestroyOnLoadProperty == null || this.m_DontDestroyOnLoadLabel == null)
            {
                this.m_Initialized = false;
            }
            this.InitLobby();
            NetworkLobbyManager target = this.target as NetworkLobbyManager;

            if ((Object)target == (Object)null)
            {
                return;
            }
            this.serializedObject.Update();
            EditorGUILayout.PropertyField(this.m_DontDestroyOnLoadProperty, this.m_DontDestroyOnLoadLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_RunInBackgroundProperty, this.m_RunInBackgroundLabel, new GUILayoutOption[0]);
            if (EditorGUILayout.PropertyField(this.m_LogLevelProperty))
            {
                LogFilter.currentLogLevel = (int)this.m_NetworkManager.logLevel;
            }
            this.ShowLobbyScenes();
            EditorGUILayout.PropertyField(this.m_ShowLobbyGUIProperty);
            EditorGUILayout.PropertyField(this.m_MaxPlayersProperty, this.m_MaxPlayersLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_MaxPlayersPerConnectionProperty, this.m_MaxPlayersPerConnectionLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_MinPlayersProperty, this.m_MinPlayersLabel, new GUILayoutOption[0]);
            EditorGUILayout.PropertyField(this.m_LobbyPlayerPrefabProperty);
            EditorGUI.BeginChangeCheck();
            Object @object = EditorGUILayout.ObjectField("Game Player Prefab", (Object)target.gamePlayerPrefab, typeof(NetworkIdentity), false, new GUILayoutOption[0]);

            if (EditorGUI.EndChangeCheck())
            {
                if (@object == (Object)null)
                {
                    this.m_GamePlayerPrefabProperty.objectReferenceValue = (Object)null;
                }
                else
                {
                    NetworkIdentity networkIdentity = @object as NetworkIdentity;
                    if ((Object)networkIdentity != (Object)null && (Object)networkIdentity.gameObject != (Object)target.gamePlayerPrefab)
                    {
                        this.m_GamePlayerPrefabProperty.objectReferenceValue = (Object)networkIdentity.gameObject;
                    }
                }
            }
            EditorGUILayout.Separator();
            this.ShowNetworkInfo();
            this.ShowSpawnInfo();
            this.ShowConfigInfo();
            this.ShowSimulatorInfo();
            this.serializedObject.ApplyModifiedProperties();
            this.ShowDerivedProperties(typeof(NetworkLobbyManager), typeof(NetworkManager));
            if (!Application.isPlaying)
            {
                return;
            }
            EditorGUILayout.Separator();
            this.ShowLobbySlots();
        }
Пример #20
0
    void Awake()
    {
        this.enabled = true;

        m = GameObject.Find("Lobby").GetComponent <NetworkLobbyManager> ();
        GameObject.Find("Connect Hall").GetComponent <UIPanel> ().alpha = 1;
        GameObject.Find("Connect Room").GetComponent <UIPanel> ().alpha = 0;
        big = false;
    }
Пример #21
0
	void Awake ()
	{
		this.enabled = true;

		m = GameObject.Find ("Lobby").GetComponent<NetworkLobbyManager> ();
		GameObject.Find ("Connect Hall").GetComponent<UIPanel> ().alpha = 1;
		GameObject.Find ("Connect Room").GetComponent<UIPanel> ().alpha = 0;
		big = false;
	}
Пример #22
0
 // Use this for initialization
 void Start()
 {
     manager = GetComponent <NetworkLobbyManager> ();
     SceneManager.sceneLoaded += OnLevelFinishedLoading;
     //if this is not the correct scene at start load the correct scene
     if (SceneManager.GetActiveScene().buildIndex != 0)
     {
         SceneManager.LoadScene(0);
     }
 }
Пример #23
0
    void Start()
    {
        networkManager = (NetworkLobbyManager)NetworkManager.singleton;
        if (networkManager.matchMaker == null)
        {
            networkManager.StartMatchMaker();
        }

        roomPassword = "";
    }
Пример #24
0
    public void LoadScene(int index)
    {
        if (lobbyManager != null)
        {
            Destroy(lobbyManager.gameObject);
            NetworkLobbyManager.Shutdown();
        }

        Scene(index);
    }
Пример #25
0
    public void LoadSceneAsync(int index)
    {
        if (lobbyManager != null)
        {
            Destroy(lobbyManager.gameObject);
            NetworkLobbyManager.Shutdown();
        }

        StartCoroutine(SceneAsync(index));
    }
Пример #26
0
 private void Start()
 {
     StartMatchMaker();
     //NetworkManager.singleton.StartMatchMaker();
     //this.playScene = "stage_o";  <-ステージ決定に使う
     player            = lobbyPlayerPrefab.GetComponent <CustumLobbyPlayer>();
     NLM               = gameObject.GetComponent <NetworkLobbyManager>();
     StageSelect       = false;
     this.showLobbyGUI = false;
 }
Пример #27
0
    void Start()
    {
        networkManager = (NetworkLobbyManager)NetworkManager.singleton;
        if (networkManager.matchMaker == null)
        {
            networkManager.StartMatchMaker();
        }

        RefreshRoomList();
    }
Пример #28
0
    void Awake()
    {
        networkLobbyManager = GetComponent <NetworkLobbyManager>();
        screens             = new List <GameObject>();
        screens.Add(connectionOptions);
        screens.Add(lobbyScreen.gameObject);
        screens.Add(enterAddressScreen);
        screens.Add(connectingScreen);

        ChangeScreen(connectionOptions);
    }
Пример #29
0
    // Use this for initialization
    void Start()
    {
        networkLobbyManager = GetComponent <NetworkLobbyManager>();

#if UNITY_EDITOR
        networkLobbyManager.StartHost();
#else
        networkLobbyManager.networkAddress = "127.0.0.1";
        networkLobbyManager.StartClient();
#endif
    }
Пример #30
0
 private void Awake()
 {
     if (lobbyManager)
     {
         Statics.lobbyManager = lobbyManager;
     }
     else
     {
         lobbyManager = Statics.lobbyManager;
     }
 }
        void SetPlayScene(NetworkLobbyManager lobby, string sceneName)
        {
            var prop = serializedObject.FindProperty("m_PlayScene");

            prop.stringValue = sceneName;

            var onlineProp = serializedObject.FindProperty("m_OnlineScene");

            onlineProp.stringValue = ""; // this is set to empty deliberately to prevent base class functionality from interfering with LobbyManager

            EditorUtility.SetDirty(lobby);
        }
        void SetLobbyScene(NetworkLobbyManager lobby, string sceneName)
        {
            var prop = serializedObject.FindProperty("m_LobbyScene");

            prop.stringValue = sceneName;

            var offlineProp = serializedObject.FindProperty("m_OfflineScene");

            offlineProp.stringValue = sceneName;

            EditorUtility.SetDirty(lobby);
        }
Пример #33
0
 void Start()
 {
     manager = GetComponent<NetworkLobbyManager>();
     connections = 0;
     PlayerPrefs.SetFloat("multi", 1);
 }
Пример #34
0
	// Use this for initialization
	void Start () {
		manager = GetComponent<NetworkLobbyManager>();
		manager.SetMatchHost("mm.unet.unity3d.com", 443, true);
	}
Пример #35
0
		void Start ()
		{
				m = GameObject.Find ("Lobby").GetComponent<NetworkLobbyManager> ();
		}
 void Start()
 {
     pReady = false;
     pCount = 0;
     nlm = GameObject.Find("LobbyManager").GetComponent<NetworkLobbyManager>();
 }
Пример #37
0
 void Awake()
 {
     manager = GetComponent<NetworkLobbyManager>();
     lobbyPlayer = GameObject.Find ("NameHolder").GetComponent<NameHolderSC> ();
 }
    void Start()
    {
        //serverListener = GameObject.Find("NetworkDiscovery").GetComponent<spt_NetworkDiscovery>();
        nlm = GameObject.Find("LobbyManager").GetComponent<NetworkLobbyManager>();
        inLobby = true;
        pCount = 0;

        startButton = GameObject.Find("btn_Start").GetComponent<Button>();
        p1B = GameObject.Find("btn_P1").GetComponent<Button>();
        p2B = GameObject.Find("btn_P2").GetComponent<Button>();
    }