custommmanager

This commit is contained in:
vis2k 2022-03-22 00:57:44 +08:00
parent 4b207d2994
commit d4385abaa1
6 changed files with 233 additions and 18 deletions

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@ -0,0 +1,89 @@
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class CustomManager : NetworkManager
{
public List<MatchData> matches = new List<MatchData>();
public string Localplayername;
public GameObject playerTankPrefab, playerConnPrefab;
public override void OnStartServer()
{
base.OnStartServer();
NetworkServer.RegisterHandler<CreateMessage>(Createplayer);
}
public override void OnClientConnect()
{
base.OnClientConnect();
CreateMessage ms = new CreateMessage
{
playername = Localplayername
};
NetworkClient.Send(ms);
}
[ServerCallback]
void Createplayer(NetworkConnectionToClient conn, CreateMessage message)
{
//first Create dumy player Obj
Debug.Log("Receive Create Player MSG");
GameObject playerConn = GameObject.Instantiate(playerConnPrefab);
NetworkServer.Spawn(playerConn);
playerConn.name = "conn" + message.playername;
NetworkServer.AddPlayerForConnection(conn, playerConn);
//then replace it with tank obj
//also check it if this player name already on match
foreach (MatchData item in matches)
{
//if yes dont make new tank,and REplace dumy player Obj with already
//spawned tank Obj in server based on player name
if (item.playerName == message.playername.Replace(" ", ""))
{
item.connObj=playerConn;
NetworkServer.ReplacePlayerForConnection(conn, item.playerObj, false);
return;
}
}
//if no add this new player to matchdata and spawn tank for it and also
//REplace dumy player Obj with already spawned tank Obj in server
GameObject playerTank = GameObject.Instantiate(playerTankPrefab);
playerTankPrefab.name = "tank" + message.playername;
NetworkServer.Spawn(playerTank);
MatchData md = new MatchData();
md.playerName = message.playername;
md.playerObj = playerTank;
md.connObj = playerConn;
matches.Add(md);
NetworkServer.ReplacePlayerForConnection(conn, playerTank, false);
}
public override void OnServerDisconnect(NetworkConnectionToClient conn)
{
foreach (MatchData item in matches)
{
if (item.playerObj == conn.identity.gameObject)
{
Debug.Log(conn.identity.gameObject.name);
NetworkServer.ReplacePlayerForConnection(conn, item.connObj, false);
item.connObj=null;
}
}
base.OnServerDisconnect(conn);
}
}
public class MatchData
{
public string playerName;
public GameObject connObj;
public GameObject playerObj;
}
public struct CreateMessage : NetworkMessage
{
public string playername;
}

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