quantum-space-buddies/QSB/QSBNetworkManager.cs
AmazingAlek 26a435ac61
Alek/death message (#56)
* storing names
* death messages
2020-03-06 05:16:41 +01:00

97 lines
2.8 KiB
C#

using System;
using System.Linq;
using QSB.Animation;
using QSB.Events;
using QSB.TimeSync;
using QSB.TransformSync;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB
{
public class QSBNetworkManager : NetworkManager
{
private const int MaxConnections = 128;
private AssetBundle _assetBundle;
private GameObject _shipPrefab;
private readonly string[] _defaultNames = {
"Arkose",
"Chert",
"Esker",
"Hal",
"Hornfels",
"Feldspar",
"Gabbro",
"Galena",
"Gneiss",
"Gossan",
"Marl",
"Mica",
"Moraine",
"Porphy",
"Riebeck",
"Rutile",
"Slate",
"Spinel",
"Tektite",
"Tephra",
"Tuff"
};
private string _playerName;
private void Awake()
{
_assetBundle = QSB.Helper.Assets.LoadBundle("assets/network");
playerPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkplayer.prefab");
playerPrefab.AddComponent<PlayerTransformSync>();
playerPrefab.AddComponent<AnimationSync>();
playerPrefab.AddComponent<WakeUpSync>();
playerPrefab.AddComponent<NetPlayer>();
_shipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
_shipPrefab.AddComponent<ShipTransformSync>();
spawnPrefabs.Add(_shipPrefab);
ConfigureNetworkManager();
_playerName = _defaultNames.OrderBy(x => Guid.NewGuid()).First();
}
private void ConfigureNetworkManager()
{
networkAddress = QSB.DefaultServerIP;
maxConnections = MaxConnections;
customConfig = true;
connectionConfig.AddChannel(QosType.Reliable);
connectionConfig.AddChannel(QosType.Unreliable);
channels.Add(QosType.Reliable);
channels.Add(QosType.Unreliable);
}
public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
{
base.OnServerAddPlayer(conn, playerControllerId);
NetworkServer.SpawnWithClientAuthority(Instantiate(_shipPrefab), conn);
}
public override void OnClientConnect(NetworkConnection conn)
{
base.OnClientConnect(conn);
DebugLog.Screen("OnClientConnect");
gameObject.AddComponent<SectorSync>();
gameObject.AddComponent<PlayerJoin>().Join(_playerName);
}
private void OnGUI()
{
GUI.Label(new Rect(10, 10, 200f, 20f), "Name:");
_playerName = GUI.TextField(new Rect(60, 10, 145, 20f), _playerName);
}
}
}