// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // maybe set the server version to the map name? // get server name string serverName = nvs.serverName + ": Lobby"; // serverComment also holds extra info about the server serverComment = new ServerComment(); serverComment.NATmode = nvs.NATmode; serverComment.comment = "This is a comment about the server"; serverComment.level = "level_full"; // only use this one since it's the only one set up atm // Use NAT punchthrough if NATmode says to Network.InitializeServer(31, 11177, nvs.NATmode != 0); Debug.Log(serverComment.toString()); //MasterServer.updateRate = 5; - not needed anymore since Unity doesn't understand networking MasterServer.RegisterHost(serverVersion, serverName, serverComment.toString()); // get game state gameHasBegun = nvs.gameHasBegun; // go into the lobby gameObject.AddComponent <netLobby>(); }
void StartGame() { Component.Destroy(GetComponent("netLobby")); // lookup from level list will be added here Application.LoadLevelAdditive("level_full"); /* * // don't let anyone else join - this doesn't work (and hasn't since 2010 -_-) * MasterServer.UnregisterHost(); * // instead make up a password and set it to that * string tmpPwCuzUnitysShit = ""; * for (int i=0; i<10; i++) { * tmpPwCuzUnitysShit += (char)(Random.Range(65,90)); * } * Debug.Log(tmpPwCuzUnitysShit); * Network.incomingPassword = tmpPwCuzUnitysShit; */ string serverName = nvs.serverName + ": Game started"; serverComment.comment = "This is the server comment"; serverComment.level = "level_full"; serverComment.locked = true; MasterServer.RegisterHost(serverVersion, serverName, serverComment.toString()); // tell everyone what their choices were foreach (PlayerInfo p in nvs.players) { if (p.player != myInfo.player) { GetComponent <NetworkView>().RPC("StartingGame", p.player, p.cartModel, p.ballModel, p.characterModel); } } // start the game BeginGame(); // set the game to have started gameHasBegun = true; nvs.playerHasWon = false; nvs.winningPlayer = ""; // call the functions that need them AddScripts(); }
// Use this for initialization void Start() { // setup reference to networkVariables nvs = gameObject.GetComponent("networkVariables") as networkVariables; myInfo = nvs.myInfo; // add us to the player list nvs.players.Add(myInfo); // get server version serverVersion = nvs.serverVersion; // maybe set the server version to the map name? // get server name string serverName = nvs.serverName + ": Lobby"; // serverComment also holds extra info about the server serverComment = new ServerComment(); serverComment.NATmode = nvs.NATmode; serverComment.comment = "This is a comment about the server"; serverComment.level = "level_full"; // only use this one since it's the only one set up atm // Use NAT punchthrough if NATmode says to Network.InitializeServer(31, 11177, nvs.NATmode!=0); Debug.Log(serverComment.toString()); //MasterServer.updateRate = 5; - not needed anymore since Unity doesn't understand networking MasterServer.RegisterHost(serverVersion, serverName, serverComment.toString()); // get game state gameHasBegun = nvs.gameHasBegun; // go into the lobby gameObject.AddComponent("netLobby"); }