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Added AddComponentMenu empties and namespace
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@ -4,6 +4,7 @@
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namespace Mirror.Examples.Additive
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{
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[AddComponentMenu("")]
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public class AdditiveNetworkManager : NetworkManager
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{
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[Scene]
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@ -1,37 +1,41 @@
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using UnityEngine;
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using Mirror;
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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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public class NetworkManagerPong : NetworkManager
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namespace Mirror.Examples.Pong
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{
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public Transform leftRacketSpawn;
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public Transform rightRacketSpawn;
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GameObject ball;
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public override void OnServerAddPlayer(NetworkConnection conn)
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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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[AddComponentMenu("")]
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public class NetworkManagerPong : NetworkManager
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{
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// add player at correct spawn position
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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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public Transform leftRacketSpawn;
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public Transform rightRacketSpawn;
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GameObject ball;
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// spawn ball if two players
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if (numPlayers == 2)
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public override void OnServerAddPlayer(NetworkConnection conn)
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{
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ball = Instantiate(spawnPrefabs.Find(prefab => prefab.name == "Ball"));
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NetworkServer.Spawn(ball);
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// add player at correct spawn position
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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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// spawn ball if two players
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if (numPlayers == 2)
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{
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ball = Instantiate(spawnPrefabs.Find(prefab => prefab.name == "Ball"));
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NetworkServer.Spawn(ball);
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}
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}
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public override void OnServerDisconnect(NetworkConnection conn)
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{
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// destroy ball
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if (ball != null)
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NetworkServer.Destroy(ball);
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// call base functionality (actually destroys the player)
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base.OnServerDisconnect(conn);
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}
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}
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public override void OnServerDisconnect(NetworkConnection conn)
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{
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// destroy ball
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if (ball != null)
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NetworkServer.Destroy(ball);
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// call base functionality (actually destroys the player)
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base.OnServerDisconnect(conn);
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}
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}
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