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pong: fixed racket spawn position after reconnecting
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@ -200,7 +200,6 @@ GameObject:
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@ -972,6 +946,8 @@ MonoBehaviour:
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autoCreatePlayer: 1
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playerSpawnMethod: 1
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spawnPrefabs: []
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18
Assets/Mirror/Examples/Pong/Scripts/NetworkManagerPong.cs
Normal file
18
Assets/Mirror/Examples/Pong/Scripts/NetworkManagerPong.cs
Normal file
@ -0,0 +1,18 @@
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// custom NetworkManager that simply assigns the correct racket positions when
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// spawning players. the built in RoundRobin spawn method wouldn't work after
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// someone reconnects (both players would be on the same side).
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using UnityEngine;
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using Mirror;
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public class NetworkManagerPong : NetworkManager
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{
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public Transform leftRacketSpawn;
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public Transform rightRacketSpawn;
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public override void OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)
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{
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Transform start = numPlayers == 0 ? leftRacketSpawn : rightRacketSpawn;
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GameObject player = Instantiate(playerPrefab, start.position, start.rotation);
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NetworkServer.AddPlayerForConnection(conn, player);
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}
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}
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