public void OnConsoleCommand_mplayer(NotificationCenter.Notification n) { if (client.IsConnected()) { ClientLogger.IngameMessage("Already connected to a server"); } else if (n?.data?.Count > 0) { PacketSender.PlayerId = (string)n.data[0]; String ip = DEFAULT_IP_ADDRESS; if (n.data.Count >= 2) { ip = (string)n.data[1]; } StartMultiplayer(ip); InitMonoBehaviours(); } else { ClientLogger.IngameMessage("Command syntax: mplayer USERNAME [SERVERIP]"); } }
public void Stop() { connection.Close(); // Server will clean up pretty quickly Multiplayer.PacketSender.Active = false; Multiplayer.RemoveAllOtherPlayers(); ClientLogger.IngameMessage("Disconnected from server."); }
public override void Process(Disconnect disconnect) { //TODO: don't remove right away... maybe grey out and start // a coroutine to finally remove. vitalsManager.RemovePlayer(disconnect.PlayerId); remotePlayerManager.RemovePlayer(disconnect.PlayerId); ClientLogger.IngameMessage(disconnect.PlayerId + " disconnected"); }
public void StartMultiplayer(String ipAddress) { client.Start(ipAddress); if (client.IsConnected()) { PacketSender.Active = true; PacketSender.Authenticate(); ClientLogger.IngameMessage("Connected to server"); } else { ClientLogger.IngameMessage("Unable to connect to server"); } }
public override void Process(Disconnect disconnect) { remotePlayerManager.RemovePlayer(disconnect.PlayerId); ClientLogger.IngameMessage(disconnect.PlayerId + " disconnected"); }
public override void Process(ChatMessage message) { ClientLogger.IngameMessage(message.PlayerId + ": " + message.Text); }