private void OnConnected(NetworkMessage netMsg) { if (client.isConnected) { lobbyController.ActivePublicLobby(); client.RegisterHandler(MyMsgType.ChatMsg, OnChatMessage); client.RegisterHandler(MyMsgType.JoinMsg, OnJoinMessage); LobbyInfo packet = new LobbyInfo(); packet.sender = MyGameManager.user.Name; packet.currentActivePlayers = NetworkServer.connections.Count; client.Send(MyMsgType.JoinMsg, packet); } }
private void JoinMatch() { MyNetworkManager networkManager = FindObjectOfType <MyNetworkManager>(); networkManager.JoinMatch(match); if (networkManager.IsClientConnected() && !ClientScene.ready) { ClientScene.Ready(networkManager.client.connection); if (ClientScene.localPlayers.Count == 0) { ClientScene.AddPlayer((short)0); } } manager.ActivePublicLobby(); }