示例#1
0
    // --- CLIENT CALLBACKS ---

    // Called on client when we connect to the server.
    void OnClientConnect(NetworkMessage msg)
    {
        // Immediately skip setup on connect if we're running in headless mode
        if (ConnectFourNPC.IsHeadlessMode())
        {
            SkipSetup();
        }

        // If we've already completed setup (this happens if this connect is a re-connect after the setup), immediately ready-up
        if (completedSetup)
        {
            // Re-send our board offset/size messages
            SendBoardSizeMessage();
            SendBoardOffsetMessage();

            // Set client state to ready on the server
            ClientScene.Ready(NetworkManager.Client.connection);

            // Show the board visuals
            ConnectFourBoard.Instance.ShowBoard();
        }

        // Begin setup
        else
        {
            Debug.Log("[CLIENT] ConnectFourBoardSetup : OnClientConnect - Starting board setup...");

            doingPlacement = true;
            FadeInitialHandle(true);
            boardSetupCanvas.DOFade(1.0f, 0.5f);
        }
    }
示例#2
0
    // Send BoardSizeMessage to server, only if the board size isn't fixed (i.e. the other player already set the board size)
    void SendBoardSizeMessage()
    {
        // Never send board size if we already have one, or if this is a headless instance
        if (hasFixedBoardSize || ConnectFourNPC.IsHeadlessMode())
        {
            return;
        }

        var boardSizeMsg = new BoardSizeMessage()
        {
            playerId = NetworkManager.PlayerID,
            size     = new Vector2(GetBoardWidth(), GetBoardHeight()),
        };

        Debug.Log("[CLIENT] ConnectFourBoardSetup : SendBoardSizeMessage - Sending board size of " + boardSizeMsg.size);

        NetworkManager.Client.Send(ConnectFourMsgType.BoardSize, boardSizeMsg);
    }