public void Awake() { ValidateConfig(); // Create network manager networkManager = (Instantiate(networkManagerPrefab) as GameObject).GetComponent <MedivisNetworkManager>(); if (networkManager != null) { //networkManager.logLevel = 0; networkManager.name = "CaptainsMessNetworkManager"; networkManager.RoomName = "WCU Test"; networkManager.runInBackground = false; // runInBackground is not recommended on iOS networkManager.broadcastIdentifier = broadcastIdentifier; networkManager.minPlayers = minPlayers; networkManager.SetMaxPlayers(maxPlayers); //Setting maxPlayers and maxConnections networkManager.allReadyCountdownDuration = countdownDuration; networkManager.forceServer = forceServer; // I'm just using a single scene for everything networkManager.offlineScene = ""; networkManager.onlineScene = ""; networkManager.playerPrefab = playerPrefab.gameObject; networkManager.handler = handler; networkManager.verboseLogging = verboseLogging; } else { Debug.LogError("#CaptainsMess# Error creating network manager"); } }
public void Update() { if (networkManager == null) { networkManager = FindObjectOfType(typeof(MedivisNetworkManager)) as MedivisNetworkManager; networkManager.handler = handler; if (networkManager.verboseLogging) { Debug.Log("#CaptainsMess# !! RECONNECTING !!"); } } }
public void Setup(MedivisNetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.Hash()); // Make sure broadcastKey matches client Debug.Log("Set-up hash code in Server: " + broadcastKey.ToString()); isOpen = false; numPlayers = 0; broadcastDataObject = new BroadcastData(); broadcastDataObject.Name = networkManager.RoomName; broadcastDataObject.peerId = networkManager.peerId; UpdateBroadcastData(); }
public override void OnStartClient() { networkManager = NetworkManager.singleton as MedivisNetworkManager; if (networkManager) { networkManager.lobbySlots[slot] = this; OnClientEnterLobby(); } else { Debug.LogError("CaptainsMessPlayer could not find a CaptainsMessNetworkManager."); } }
public override void OnStartLocalPlayer() { networkManager = NetworkManager.singleton as MedivisNetworkManager; networkManager.localPlayer = this; #if UNITY_ANDROID deviceName = SystemInfo.deviceModel; #else deviceName = SystemInfo.deviceName; #endif version = VERSION; deviceId = networkManager.deviceId; peerId = networkManager.peerId; playerIndex = slot; ready = false; // deviceModel = SystemInfo.deviceModel; // memory = SystemInfo.systemMemorySize; // processorFrequency = SystemInfo.processorFrequency; // operatingSystem = SystemInfo.operatingSystem; // Debug.Log(String.Format("Device specs: {0}, {1}, {2} proc, {3} mem", deviceModel, operatingSystem, processorFrequency, memory)); Debug.Log("Client add a local player! " + this.deviceName); CmdSetBasePlayerInfo(version, deviceName, deviceId, peerId, playerIndex); }
public void Setup(MedivisNetworkManager aNetworkManager) { networkManager = aNetworkManager; broadcastKey = Mathf.Abs(aNetworkManager.broadcastIdentifier.Hash()); // Make sure broadcastKey matches server Debug.Log("Set-up hash code in Client: " + broadcastKey.ToString()); }