Hello guys today i continue my FPS project, but 1. im making lobby, or multiplayer system. i have problems in part when i “start” server it wont show me the number of player ill give you all my scripts to check.
P.S. i didn’t get error
- Script
using UnityEngine;
using System.Collections;
public class MenuManager : MonoBehaviour {
public string CurrentMenu;
public string MatchName = "";
public string MatchPassword = "";
public int MatchMaxPlayers = 32;
private Vector2 ScrollLobby = Vector2.zero;
void Start()
{
CurrentMenu = "Main";
MatchName = "Welcome" + Random.Range(0, 5000);
}
void OnGUI()
{
if(CurrentMenu == "Main")
Menu_Main();
if(CurrentMenu == "Lobby")
Menu_Lobby();
if(CurrentMenu == "Host")
Menu_HostGame();
}
public void NavigateTo(string nextmenu)
{
CurrentMenu = nextmenu;
}
private void Menu_Main()
{
if(GUI.Button(new Rect(10, 10, 200, 50), "Host Game"))
{
NavigateTo("Host");
}
GUI.Label(new Rect(220, 10, 130, 50), "Player Name");
MultiplayerManager.instance.PlayerName = GUI.TextField(new Rect(350, 10, 150, 30), MultiplayerManager.instance.PlayerName);
if(GUI.Button(new Rect(510, 10, 100, 30), "Save Name"))
{
PlayerPrefs.SetString("PlayerName", MultiplayerManager.instance.PlayerName);
}
}
private void Menu_HostGame()
{
//Buttons Host Game
if(GUI.Button(new Rect(10, 10, 200, 50), "Back"))
{
NavigateTo("Main");
}
if(GUI.Button(new Rect(10, 60, 200, 50), "Start Server"))
{
MultiplayerManager.instance.StartServer(MatchName, MatchPassword, MatchMaxPlayers);
}
GUI.Label(new Rect(220, 10, 130, 50), "Match Name");
MatchName = GUI.TextField(new Rect(400, 10, 200, 30), MatchName);
GUI.Label(new Rect(220, 50, 130, 50), "Match Password");
MatchPassword = GUI.PasswordField(new Rect(400, 50, 200, 30), MatchPassword, '*');
GUI.Label(new Rect(220, 90, 130, 50), "Match Max Players");
GUI.Label(new Rect(400, 90, 200, 30), MatchMaxPlayers.ToString ());
MatchMaxPlayers = Mathf.Clamp(MatchMaxPlayers, 8, 32);
if(GUI.Button(new Rect(425, 90, 25, 30), "+"))
MatchMaxPlayers += 2;
if(GUI.Button(new Rect(450, 90, 25, 30), "-"))
MatchMaxPlayers -= 2;
}
private void Menu_Lobby()
{
ScrollLobby = GUILayout.BeginScrollView(ScrollLobby, GUILayout.MaxWidth(200));
foreach (MPPlayer pl in MultiplayerManager.instance.PlayerList)
{
GUILayout.Box(pl.PlayerName);
}
GUILayout.EndScrollView();
}
void OnServerInitialize()
{
NavigateTo("Lobby");
}
void OnConnectedToServer()
{
NavigateTo("Lobby");
}
}
- Scipt
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiplayerManager : MonoBehaviour
{
public static MultiplayerManager instance;
public string PlayerName;
private string MatchName = "";
private string MatchPassword = "";
private int MatchMaxUsers = 32;
public List<MPPlayer> PlayerList = new List<MPPlayer>();
void Start()
{
instance = this;
PlayerName = PlayerPrefs.GetString("Player Name");
}
public void StartServer(string servername, string serverpassword, int maxusers)
{
MatchName=servername;
MatchPassword=serverpassword;
MatchMaxUsers=maxusers;
Network.InitializeServer(MatchMaxUsers,2550,false);
//Network.InitializeSecurity();
MasterServer.RegisterHost("DeathMatch",MatchName,"");
}
void OnServerInitialize()
{
Server_PlayerJoinRequest(PlayerName, Network.player);
}
void OnConnectedToServer()
{
networkView.RPC ("Server_PlayerJoinRequest", RPCMode.Server, PlayerName, Network.player);
}
void OnPlayerDisconneceted(NetworkPlayer id)
{
networkView.RPC ("Client_RemovePlayer", RPCMode.All, id);
}
[RPC]
void Server_PlayerJoinRequest(string playername, NetworkPlayer view)
{
networkView.RPC ("Client_AddPlayerToList", RPCMode.All, playername, view);
}
[RPC]
void Client_AddPlayerToList(string playername, NetworkPlayer view)
{
MPPlayer tempplayer = new MPPlayer();
tempplayer.PlayerName = playername;
tempplayer.PlayerNetwork = view;
PlayerList.Add(tempplayer);
}
[RPC]
void Client_RemovePlayer(NetworkPlayer view)
{
MPPlayer temppl = null;
foreach(MPPlayer pl in PlayerList)
{
if (pl.PlayerNetwork == view)
{
temppl = pl;
}
}
if (temppl != null)
{
PlayerList.Remove(temppl);
}
}
}
public class MPPlayer
{
public string PlayerName = "";
public NetworkPlayer PlayerNetwork;
}