Mirror/docs/Components/NetworkLobbyManager.md

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Network Lobby Manager & Lobby Player (#356) * Initial Commit with Unity's Network Lobby Components * Lobby Components WIP * Massive simplifications and structural changes to NetworkLobbyManager and NetworkLobbyPlayer * Replaced more default messages with Command structure resulting in further simplification and less LOC * Completed removal of messages * Code Formatting and GUI Layout * Fixed bugs and finished Remove feature in UI * Added Network Lobby Manager Doc * Network Lobby Docs * Network Lobby Player Doc * Updated doc and image about Offline Scene * changed to PNG * Added Lobby components to navigation * Conformed to naming convention Removed some leftover cruft Removed maxPlayers (redundant to maxConnections) Trapped and killed null ref in OnServerDisconnect * Fixed mistake in OnServerDisconnect * Fix Active Scene check * Alow clean switch to Offline scene * Add Help URL attributes to components * Added Help URL Attributes * Fixed OnGUI logic error. * Added Example and README * Fixed Disconnect handler * Updated Docs * Added Header for Inspector * Finished Lobby Example Minigame * Minor cleanup * Set targetFramerates * Code Cleanup Changed to extended Lobby Manager for player Indexes & colors * Minor changes to align with Mirror's NetworkManager * Fixed logic error * SyncVar Hook Workaround Random Start Positions * Revert making CallOnClientEnterLobby public * Added documentation to the extension * Minor code rearrangement * Made OnGUI virtual so it can be overridden. Added AllPlayersReady bool for convenience to extenders Start Game enhancement to example. * added comments * Corrected namespaces and usings * Reworked DontDestroyOnLoad LobbyPlayer: Moved code from OnStartClient to Start Added LobbyPlayerExt to Lobby Example Code cleanup, added regions Fixed Start Game button bug * Final push of Lobby example to make sure it's complete. * Improved Lobby Example * Code cleanup * Added ground texture Set player camera angle Adjusted lighting angle * Updated ReadMe Cleaned up privates Fixed example to use SetParent Changed to 5 max connections in example * Prefab name fixes due to Mirror master's changes Changed camera handling and GamePlayer Prefab Two more SetParent fixes Demoted two warnings to information Added more comments to example scripts * Revisions based on Vis2K review...more to come. * Added f's where assigning literals to floats * Removed manual calls to SyncVar Hooks because the bug is now fixed. * Changed to GUILayout * wrapped in namespace * Changed to GUILayout * All changes per peer review * Renamed folder to Lobby. * Fix due to change in Mirror 1691 * Renamed Scenes Added LobbyScene property to OfflineGUI script.
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# Network Lobby Manager
**Please see the Lobby example in the Examples folder in your Mirror folder
The NetworkLobbyManager is a specialized type of [NetworkManager](NetworkManager) that provides a multiplayer lobby before entering the main play scene of the game. It allows you to set up a network with:
- A maximum player limit
- Automatic start when all players are ready
- Option to prevent players from joining a game in progress
- Customizable ways for players to choose options while in lobby
 
There are two types of player objects with the NetworkLobbyManager:
**Lobby Player Prefab**
- One for each player
- Created when client connects, or player is added
- Persists until client disconnects
- Holds ready flag and configuration data
- Handles commands in the lobby
- Must use the [NetworkLobbyPlayer](NetworkLobbyPlayer) component
**Player Prefab**
- One for each player
- Created when game scene is started
- Destroyed when leaving game scene
- Handles commands in the game
 
![Network Lobby Manager](NetworkLobbyManager.PNG)
 
## Properties
- **Show Lobby GUI**
Show the default OnGUI controls for the lobby.
- **Min Players**
Minimum number of players needed to start a game.
- **Lobby Player Prefab**
The prefab to create for players when they enter the lobby (requires NetworkLobbyPlayer component).
- **Lobby Scene**
The scene to use for the lobby.
- **Gameplay Scene**
The scene to use for main game play.