void OnGUI() { GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, 215, 9999)); if (!NetworkClient.isConnected && !NetworkServer.active) { StartButtons(); } else { StatusLabels(); } // client ready if (NetworkClient.isConnected && !NetworkClient.ready) { if (GUILayout.Button("Client Ready")) { NetworkClient.Ready(); if (NetworkClient.localPlayer == null) { NetworkClient.AddPlayer(); } } } StopButtons(); GUILayout.EndArea(); }
public override void OnClientConnect(NetworkConnection conn) { if (clientLoadedScene) { // TODO: Mirror has a different workflow for clients when loading a separate scene after connecting to a server. If we need one, someone should implement it. Debug.LogWarning("The Login system does not support having a separate Online Scene yet!"); return; } if (!NetworkClient.ready) { NetworkClient.Ready(); } NetworkClient.AddPlayer(); }
void OnGUI() { #pragma warning disable 618 if (!showGUI) { return; } #pragma warning restore 618 GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, 215, 9999)); if (!NetworkClient.isConnected && !NetworkServer.active) { StartButtons(); } else { StatusLabels(); } // client ready if (NetworkClient.isConnected && !NetworkClient.ready) { if (GUILayout.Button("Client Ready")) { NetworkClient.Ready(NetworkClient.connection); if (NetworkClient.localPlayer == null) { NetworkClient.AddPlayer(NetworkClient.connection); } } } StopButtons(); GUILayout.EndArea(); }
void OnGUI() { #pragma warning disable 618 if (!showGUI) { return; } #pragma warning restore 618 GUILayout.BeginArea(new Rect(Screen.width / 2 - 400, Screen.height / 2 - 150, 800, 300)); if (!NetworkClient.isConnected && !NetworkServer.active) { StartButtons(); } else { //StatusLabels(); } // client ready if (NetworkClient.isConnected && !NetworkClient.ready) { if (GUILayout.Button("Client Ready")) { NetworkClient.Ready(); if (NetworkClient.localPlayer == null) { NetworkClient.AddPlayer(); } } } //StopButtons(); GUILayout.EndArea(); }
public static bool AddPlayer(NetworkConnection readyConn) => NetworkClient.AddPlayer(readyConn);