示例#1
0
    public override void SceneLoadLocalBegin(string scene, Bolt.IProtocolToken token)
    {
        SceneChangeToken sceneChange = (SceneChangeToken)token;

        if (sceneChange != null)
        {
            Debug.Log("loading from scene: " + sceneChange.SceneFrom);
            Debug.Log("loading to scene: " + sceneChange.SceneTo);
            Debug.Log("reason: " + sceneChange.Reason);
        }
    }
示例#2
0
    /// <summary>
    /// Called when a local scene change finishes.
    /// </summary>
    /// <param name="map"></param>
    /// <param name="token"></param>
    public override void SceneLoadLocalDone(string map, Bolt.IProtocolToken token)
    {
        SceneChangeToken sceneChange = (SceneChangeToken)token;

        if (sceneChange != null)
        {
            Debug.Log("loading from scene: " + sceneChange.SceneFrom);
            Debug.Log("loading to scene: " + sceneChange.SceneTo);
            Debug.Log("reason: " + sceneChange.Reason);

            if (sceneChange.Reason == "StartGame")
            {
                if (BoltNetwork.isClient)
                {
                    GameplayStartedEvent evnt        = GameplayStartedEvent.Create(Bolt.GlobalTargets.OnlyServer);
                    CredentialToken      credentials = ClientManager.Instance.Credentials;
                    evnt.CredentialsToken = credentials;
                    evnt.Send();
                }

                else
                {
                    // we're the server

                    /*
                     * BoltEntity wizard = GameManager.Instance.SpawnWizard(ClientManager.Instance.Credentials);
                     * wizard.GetComponent<WizardController>().Init();
                     * wizard.TakeControl();
                     *
                     * BoltEntity entropyManager = GameManager.Instance.SpawnEntropyManager();
                     *
                     * entropyManager.TakeControl();
                     */

                    // enable the start of setup for the game
                    GameManager.Instance.StartSetup();
                }

                ServerManager.Instance.InitUserStats();

                //GameTypeManager.Instance.RoundStart();

                //StartMenuGUIManager.Instance.FSM.Transition("Init");

                GameGUIManager.Instance.BoltLoadGameScene();
            }
        }
    }
示例#3
0
    /// <summary>
    /// start game session
    /// NOTE: ONLY CALLED FROM SERVER
    /// </summary>
    public void StartGame()
    {
        // decide player colors and send to all connected clients
        int count = 0;

        foreach (CredentialToken player in ServerManager.Instance.ConnectedUsers)
        {
            SerializedColor playerColor = new SerializedColor(possibleColors[count]);

            PlayerColors[player] = playerColor;

            count++;
        }

        BinaryFormatter bf = new BinaryFormatter();
        MemoryStream    ms = new MemoryStream();

        bf.Serialize(ms, PlayerColors);

        SetColors setColors = SetColors.Create(Bolt.GlobalTargets.Others);

        setColors.BinaryData = ms.ToArray();

        setColors.Send();

        // = SendConnectedClients.Create(connection);

        //sendClients.BinaryData = ms.ToArray();

        //sendClients.Send();

        SceneChangeToken token = new SceneChangeToken();

        token.Reason    = "StartGame";
        token.SceneTo   = MainGameScene;
        token.SceneFrom = Application.loadedLevelName;

        Debug.Log("Starting game from gamemanager...");

        //Instantiate(EndGameManagerPrefab);
        //Instantiate(GameTypeManagerPrefab);

        BoltNetwork.LoadScene("Game", token);
    }