Hey all, I have found a script and was hoping someone could convert it to .js?
It is kinda the same as a script I tried to do wich is in the link if you wanna see my mess.
This script does what I couldn’t manage to do in my script (see link).
But it a lot simpler…
[link text][1]
I have tried heheh and my attempt is there…
I have never done C#, I do see what it is doing, but I cant get every letter/symbol down-pat
Thanks! Tim.
Here is my attempt:
//using UnityEngine;
//using System.Collections;
var string typeName = "sev7n";
var const string gameName = "RoomName";
var isRefreshingHostList : boolean = false;
var hostList : HostData[];
var playerPrefab : GameObject ;
var spawnpos : Transform ;
function OnGUI()
{
if (!Network.isClient && !Network.isServer)
{
if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
StartServer();
if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
RefreshHostList();
if (hostList)
{
for (var i:int = 0; i<hostData.length; i++)
{
if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*
JoinServer(hostList*);*
}
}
}
function StartServer()
{
Network.InitializeServer(5, 25000, !Network.HavePublicAddress());
MasterServer.RegisterHost(typeName, gameName);
}
function OnServerInitialized()
{
SpawnPlayer();
}
function Update()
{
if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)
{
isRefreshingHostList = false;
hostList = MasterServer.PollHostList();
}
}
function RefreshHostList()
{
if (!isRefreshingHostList)
{
isRefreshingHostList = true;
MasterServer.RequestHostList(typeName);
}
}
function JoinServer(HostData:hostData){
Network.Connect(hostData);
}
function OnConnectedToServer(){
SpawnPlayer();
}
function SpawnPlayer()
{
Network.Instantiate(playerPrefab, spawnpos.position, spawnpos.rotation, 0);
}
And here is the actual C# script
using UnityEngine;
using System.Collections;
public class NetworkManager : MonoBehaviour
{
private const string typeName = “sev7n”;
private const string gameName = “RoomName”;
private bool isRefreshingHostList = false;
private HostData[] hostList;
public GameObject playerPrefab;
* public Transform spawnpos;*
void OnGUI()
{
if (!Network.isClient && !Network.isServer)
{
if (GUI.Button(new Rect(100, 100, 250, 100), “Start Server”))
StartServer();
if (GUI.Button(new Rect(100, 250, 250, 100), “Refresh Hosts”))
RefreshHostList();
if (hostList != null)
{
for (int i = 0; i < hostList.Length; i++)
{
if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList*.gameName))*
JoinServer(hostList*);*
}
}
}
}
private void StartServer()
{
Network.InitializeServer(5, 25000, !Network.HavePublicAddress());
MasterServer.RegisterHost(typeName, gameName);
}
void OnServerInitialized()
{
SpawnPlayer();
}
void Update()
{
if (isRefreshingHostList && MasterServer.PollHostList().Length > 0)
{
isRefreshingHostList = false;
hostList = MasterServer.PollHostList();
}
}
private void RefreshHostList()
{
if (!isRefreshingHostList)
{
isRefreshingHostList = true;
MasterServer.RequestHostList(typeName);
}
}
private void JoinServer(HostData hostData)
{
Network.Connect(hostData);
}
void OnConnectedToServer()
{
SpawnPlayer();
}
private void SpawnPlayer()
{
* Network.Instantiate(playerPrefab, spawnpos.position, spawnpos.rotation, 0);*
* }*
}
_*[1]: http://answers.unity3d.com/questions/581699/how-do-i-networkinstantiate-an-object-based-on-pla.html*_