Updated Network Lobby Manager doc

This commit is contained in:
Chris Langsenkamp 2019-07-06 13:16:05 -04:00
parent a9d375b40d
commit 99ac51be32

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@ -56,3 +56,70 @@ There are two types of player objects with the Network Lobby Manager:
- **Gameplay Scene**
The scene to use for main game play.
- **pendingPlayers**
List\<PendingPlayer\> that holds players that are ready to start playing.
- **lobbySlots**
List\<NetworkLobbyPlayer\> that manages the slots for connected clients in the lobby.
- **allPlayersReady**
Bool indicating if all players are ready to start playing. This value changes as players invoke `CmdChangeReadyState` indicating true or false, and will be set false when a new client connects.
## Methods
### Server Virtual Methods
```
public virtual void OnLobbyStartHost() {}
public virtual void OnLobbyStopHost() {}
public virtual void OnLobbyStartServer() {}
public virtual void OnLobbyServerConnect(NetworkConnection conn) {}
public virtual void OnLobbyServerDisconnect(NetworkConnection conn) {}
public virtual void OnLobbyServerSceneChanged(string sceneName) {}
public virtual GameObject OnLobbyServerCreateLobbyPlayer(NetworkConnection conn)
{
return null;
}
public virtual GameObject OnLobbyServerCreateGamePlayer(NetworkConnection conn)
{
return null;
}
public virtual bool OnLobbyServerSceneLoadedForPlayer(GameObject lobbyPlayer, GameObject gamePlayer)
{
return true;
}
public virtual void OnLobbyServerPlayersReady()
{
ServerChangeScene(GameplayScene);
}
```
### Client Virtual Methods
```
public virtual void OnLobbyClientEnter() {}
public virtual void OnLobbyClientExit() {}
public virtual void OnLobbyClientConnect(NetworkConnection conn) {}
public virtual void OnLobbyClientDisconnect(NetworkConnection conn) {}
public virtual void OnLobbyStartClient() {}
public virtual void OnLobbyStopClient() {}
public virtual void OnLobbyClientSceneChanged(NetworkConnection conn) {}
public virtual void OnLobbyClientAddPlayerFailed() {}
```