public HFTConnectionManager(GameObject gameObject, HFTGameOptions options) { m_gameObject = gameObject; m_options = new HFTRuntimeOptions(options); m_server = new GameServer(m_options, gameObject); m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; m_hftManager = new HFTManager(); m_hftManager.OnReady += StartGameServer; m_hftManager.OnFail += FailedToStart; }
void Awake() { m_connectToServerOnStart = enabled; m_options = new HFTRuntimeOptions(happyfuntimesOptions); m_server = new GameServer(m_options, gameObject); m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; m_hftManager = new HFTManager(); m_hftManager.OnReady += StartGameServer; m_hftManager.OnFail += FailedToStart; m_playerManager = new HFTPlayerManager(m_server, gameObject, players.Length, timeoutForDisconnectedPlayersToReconnect, GetPlayer); }
void Awake() { m_connectToServerOnStart = enabled; m_options = new HFTRuntimeOptions(happyfuntimesOptions); m_server = new GameServer(m_options, gameObject); m_server.OnConnect += Connected; m_server.OnDisconnect += Disconnected; m_hftManager = new HFTManager(); m_hftManager.OnReady += StartGameServer; m_hftManager.OnFail += FailedToStart; if (maxPlayers > 0) { int timeoutForDisconnectedPlayerToReconnect = 0; m_playerManager = new HFTPlayerManager(m_server, gameObject, maxPlayers, timeoutForDisconnectedPlayerToReconnect, GetPrefab); } else { m_server.OnPlayerConnect += StartNewPlayer; } }