Basic Networking done

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2022-01-26 19:10:12 +05:30
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using UnityEngine;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.Basic
{
[AddComponentMenu("")]
public class BasicNetManager : NetworkManager
{
[Header("Canvas UI")]
[Tooltip("Assign Main Panel so it can be turned on from Player:OnStartClient")]
public RectTransform mainPanel;
[Tooltip("Assign Players Panel for instantiating PlayerUI as child")]
public RectTransform playersPanel;
/// <summary>
/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerAddPlayer(NetworkConnection conn)
{
base.OnServerAddPlayer(conn);
Player.ResetPlayerNumbers();
}
/// <summary>
/// Called on the server when a client disconnects.
/// <para>This is called on the Server when a Client disconnects from the Server. Use an override to decide what should happen when a disconnection is detected.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerDisconnect(NetworkConnection conn)
{
base.OnServerDisconnect(conn);
Player.ResetPlayerNumbers();
}
}
}