quantum-space-buddies/QSB/QSBNetworkManager.cs
AmazingAlek c804058ec5
Alek/cleanup (#28)
* timesync folder
* fixed wakeupsync isserver thing
2020-02-24 19:55:16 +01:00

44 lines
1.3 KiB
C#

using QSB.Animation;
using QSB.TimeSync;
using QSB.TransformSync;
using UnityEngine;
using UnityEngine.Networking;
namespace QSB
{
public class QSBNetworkManager : NetworkManager
{
private AssetBundle _assetBundle;
private GameObject _shipPrefab;
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>();
_shipPrefab = _assetBundle.LoadAsset<GameObject>("assets/networkship.prefab");
_shipPrefab.AddComponent<ShipTransformSync>();
spawnPrefabs.Add(_shipPrefab);
}
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>();
}
}
}