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Basic connection test
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464
Assets/Scenes/NetworkExample.unity
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464
Assets/Scenes/NetworkExample.unity
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7
Assets/Scenes/NetworkExample.unity.meta
Normal file
7
Assets/Scenes/NetworkExample.unity.meta
Normal file
@ -0,0 +1,7 @@
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59
Assets/Scripts/NetworkRunnerHelper.cs
Normal file
59
Assets/Scripts/NetworkRunnerHelper.cs
Normal file
@ -0,0 +1,59 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using Fusion;
|
||||||
|
using Fusion.Sockets;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
namespace Squelette {
|
||||||
|
public class NetworkRunnerHelper : MonoBehaviour, INetworkRunnerCallbacks {
|
||||||
|
NetworkRunner runner;
|
||||||
|
|
||||||
|
void Start() => JoinGame();
|
||||||
|
|
||||||
|
async void JoinGame() {
|
||||||
|
if (runner is not null)
|
||||||
|
return;
|
||||||
|
|
||||||
|
runner = GetComponent<NetworkRunner>();
|
||||||
|
runner.ProvideInput = true;
|
||||||
|
|
||||||
|
print("Starting game!");
|
||||||
|
await runner.StartGame(new StartGameArgs {
|
||||||
|
GameMode = GameMode.AutoHostOrClient,
|
||||||
|
SessionName = "SingleSession",
|
||||||
|
Scene = SceneManager.GetActiveScene().buildIndex,
|
||||||
|
SceneObjectProvider = gameObject.AddComponent<NetworkSceneManagerDefault>()
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPlayerJoined(NetworkRunner runner, PlayerRef player) {
|
||||||
|
print($"Player {player.PlayerId} just joined!");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnPlayerLeft(NetworkRunner runner, PlayerRef player) {
|
||||||
|
print($"Player {player.PlayerId} just left!");
|
||||||
|
}
|
||||||
|
public void OnInput(NetworkRunner runner, NetworkInput input) {}
|
||||||
|
public void OnInputMissing(NetworkRunner runner, PlayerRef player, NetworkInput input) {}
|
||||||
|
public void OnShutdown(NetworkRunner runner, ShutdownReason shutdownReason) {}
|
||||||
|
|
||||||
|
public void OnConnectedToServer(NetworkRunner runner) {
|
||||||
|
print($"Connected to server! {runner.ActivePlayers.Count()} players connected!");
|
||||||
|
}
|
||||||
|
|
||||||
|
public void OnDisconnectedFromServer(NetworkRunner runner) {
|
||||||
|
print("Disconnected from server!");
|
||||||
|
}
|
||||||
|
public void OnConnectRequest(NetworkRunner runner, NetworkRunnerCallbackArgs.ConnectRequest request, byte[] token) {}
|
||||||
|
public void OnConnectFailed(NetworkRunner runner, NetAddress remoteAddress, NetConnectFailedReason reason) {}
|
||||||
|
public void OnUserSimulationMessage(NetworkRunner runner, SimulationMessagePtr message) {}
|
||||||
|
public void OnSessionListUpdated(NetworkRunner runner, List<SessionInfo> sessionList) {}
|
||||||
|
public void OnCustomAuthenticationResponse(NetworkRunner runner, Dictionary<string, object> data) {}
|
||||||
|
public void OnHostMigration(NetworkRunner runner, HostMigrationToken hostMigrationToken) {}
|
||||||
|
public void OnReliableDataReceived(NetworkRunner runner, PlayerRef player, ArraySegment<byte> data) {}
|
||||||
|
public void OnSceneLoadDone(NetworkRunner runner) {}
|
||||||
|
public void OnSceneLoadStart(NetworkRunner runner) {}
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Scripts/NetworkRunnerHelper.cs.meta
Normal file
11
Assets/Scripts/NetworkRunnerHelper.cs.meta
Normal file
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Loading…
x
Reference in New Issue
Block a user