using UnityEngine;
using System.Collections;
public class NetworkManager : MonoBehaviour {
public bool isVisible;
public GameObject chatSystem;
string registeredGameName = "PhoenixGames_networking_test_server_multi-CUBEMOBA";
bool isRefreshing = false;
bool joined;
float refreshRequestLength = 3.0f;
HostData[] hostData;
public GameObject characterSelectSystem;
public GameObject characterSelectSystemGame;
public string serverName;
void Start(){
isVisible = true;
}
private void StartServer(){
Network.InitializeServer (16, 25002, false);
MasterServer.RegisterHost (registeredGameName, serverName, "Server");
}
private void SpawnPlayer(){
Debug.Log("Spawning Player...");
characterSelectSystemGame = (GameObject)Network.Instantiate (characterSelectSystem, new Vector3(0f, 1f, 0f), Quaternion.identity,0);
Network.Instantiate (chatSystem, new Vector3 (0, 0, 0), Quaternion.identity, 0);
}
void OnServerInitialized(){
Debug.Log("Server Has Been Initialized");
SpawnPlayer ();
}
void OnApplicationQuit(){
if (Network.isServer) {
Network.Disconnect(200);
MasterServer.UnregisterHost();
}
if (Network.isClient) {
Network.Disconnect(200);
}
}
void OnPlayerDisconnect(NetworkPlayer player){
Debug.Log ("Player disconnected");
Network.RemoveRPCs (player);
Network.DestroyPlayerObjects (player);
}
void OnMasterServerEvent(MasterServerEvent masterServerEvent){
if (masterServerEvent == MasterServerEvent.RegistrationSucceeded) {
Debug.Log("Registration Successful");
}
}
public IEnumerator RefreshList(){
Debug.Log ("Refreshing...");
MasterServer.RequestHostList(registeredGameName);
float timeStarted = Time.time;
float timeEnd = Time.time + refreshRequestLength;
while(Time.time < timeEnd){
hostData = MasterServer.PollHostList ();
yield return new WaitForEndOfFrame();
}
if (hostData == null || hostData.Length == 0) {
Debug.Log ("There are no active servers");
} else {
Debug.Log(hostData.Length + " have been found");
}
}
public void OnGUI(){
if (isVisible) {
serverName = GUI.TextField (new Rect (250f, 35f, 200, 20), serverName, 25);
}
if (Network.isServer) {
GUILayout.Label ("Runnning a Server");
} else if (Network.isClient) {
GUILayout.Label ("Running as a Client");
}
if (Network.isClient) {
if(!joined) {
if (GUI.Button (new Rect (25f, 25f, 150f, 30f), "Join") && characterSelectSystem == null){
SpawnPlayer();
joined = true;
}
}
}
if (Network.isClient || Network.isServer) {
return;
}
if (GUI.Button (new Rect (25f, 25f, 175f, 30f), "Host A Server")) {
StartServer();
isVisible = false;
}
if (GUI.Button (new Rect (25f, 65f, 175f, 30f), "Refresh List")) {
StartCoroutine("RefreshList");
isVisible = false;
}
if (hostData != null) {
for (int i = 0; i < hostData.Length; i++){
if (GUI.Button (new Rect (Screen.width/2, 65f+ (30f * i), 300f, 30f),hostData[i].gameName) && characterSelectSystem != null){
Network.Connect(hostData[i]);
characterSelectSystemGame.GetComponent<CharacterSelect>().myNumb += 1;
}
}
}
}
}
This is my code can someone help me! I want to change a variable to the character selection system that will be increased everytime someone connects! Thanks for your time!