88 lines
3.3 KiB
C#
88 lines
3.3 KiB
C#
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using UnityEngine;
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/*
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Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
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API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
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*/
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namespace Mirror.Examples.NetworkRoom
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{
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[AddComponentMenu("")]
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public class NetworkRoomManagerExt : NetworkRoomManager
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{
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[Header("Spawner Setup")]
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[Tooltip("Reward Prefab for the Spawner")]
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public GameObject rewardPrefab;
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/// <summary>
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/// This is called on the server when a networked scene finishes loading.
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/// </summary>
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/// <param name="sceneName">Name of the new scene.</param>
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public override void OnRoomServerSceneChanged(string sceneName)
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{
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// spawn the initial batch of Rewards
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if (sceneName == GameplayScene)
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Spawner.InitialSpawn();
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}
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/// <summary>
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/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
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/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
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/// into the GamePlayer object as it is about to enter the Online scene.
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/// </summary>
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/// <param name="roomPlayer"></param>
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/// <param name="gamePlayer"></param>
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/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
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public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnectionToClient conn, GameObject roomPlayer, GameObject gamePlayer)
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{
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PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
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playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
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return true;
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}
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public override void OnRoomStopClient()
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{
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base.OnRoomStopClient();
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}
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public override void OnRoomStopServer()
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{
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base.OnRoomStopServer();
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}
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/*
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This code below is to demonstrate how to do a Start button that only appears for the Host player
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showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
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all players are ready, but if a player cancels their ready state there's no callback to set it back to false
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Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
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Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
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is set as DontDestroyOnLoad = true.
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*/
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bool showStartButton;
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public override void OnRoomServerPlayersReady()
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{
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// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
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#if UNITY_SERVER
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base.OnRoomServerPlayersReady();
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#else
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showStartButton = true;
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#endif
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}
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public override void OnGUI()
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{
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base.OnGUI();
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if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
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{
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// set to false to hide it in the game scene
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showStartButton = false;
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ServerChangeScene(GameplayScene);
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}
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}
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}
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}
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