void Awake() { if (null == p2p) { p2p = GetComponent <uLink.NetworkP2P>(); } }
void OnTriggerEnter(Collider other) { if (isAlreadyHandovering || (uLink.Network.timeInMillis - timeWhenCreated) < HANDOVER_COOLDOWN) { return; } uLink.NetworkP2P p2p = other.transform.parent.GetComponent <uLink.NetworkP2P>(); if (!p2p) { return; } uLink.NetworkPeer[] peers = p2p.connections; if (peers.Length <= 0) { return; } if (Network.isServer && !networkView.owner.isConnected) { return; } isAlreadyHandovering = true; Vector3 relativeDir = p2p.transform.InverseTransformDirection(transform.forward); float portalSide = Mathf.Sign(relativeDir.z); Vector3 offsetPos = new Vector3(0, HANDOVER_OFFSETY, portalSide * HANDOVER_OFFSETZ); p2p.HandoverPlayerObjects(networkView.owner, peers[0], offsetPos, Quaternion.identity); }
void Awake() { p2p = networkP2P; if (enabled) { OnEnable(); } }
void Awake() { p2p = networkP2P; if (enabled) OnEnable(); }
/// <summary> /// Initializes a NetworkP2PMessageInfo. /// You should not need to use this in most situations. /// Don't use it unless you really know what you are doing. /// </summary> /// <param name="sender"></param> /// <param name="flags"></param> /// <param name="networkP2P"></param> public NetworkP2PMessageInfo(NetworkPeer sender, NetworkFlags flags, P2P networkP2P) { this.sender = sender; this.flags = flags; this.networkP2P = networkP2P; }
internal NetworkP2PMessageInfo(NetworkP2PMessage msg, NetworkP2PBase p2p) { sender = new NetworkPeer(msg.connection.RemoteEndpoint); flags = msg.flags; networkP2P = p2p as P2P; }
void Awake() { p2p = networkP2P; InvokeRepeating("KeepConnected", interval, interval); }