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104 lines
3.1 KiB
Markdown
104 lines
3.1 KiB
Markdown
# Network Room Manager
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\*\*Please see the Room example in the Examples folder in your Mirror folder
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The Network Room Manager is a specialized type of [Network Manager](NetworkManager.md) that provides a multiplayer room before entering the main play scene of the game. It allows you to set up a network with:
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- A maximum player limit
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- Automatic start when all players are ready
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- Option to prevent players from joining a game in progress
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- Customizable ways for players to choose options while in room
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There are two types of player objects with the Network Room Manager:
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**Room Player Prefab**
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- One for each player
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- Created when client connects, or player is added
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- Persists until client disconnects
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- Holds ready flag and configuration data
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- Handles commands in the room
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- Must use the [Network Room Player](NetworkRoomPlayer.md) component
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**Player Prefab**
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- One for each player
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- Created when game scene is started
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- Destroyed when leaving game scene
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- Handles commands in the game
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![Network Room Manager](NetworkRoomManager.png)
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## Properties
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- **Show Room GUI**
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Show the default OnGUI controls for the room.
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- **Min Players**
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Minimum number of players needed to start a game.
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- **Room Player Prefab**
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The prefab to create for players when they enter the room (requires Network Room Player component).
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- **Room Scene**
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The scene to use for the room.
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- **Gameplay Scene**
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The scene to use for main game play.
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- **pendingPlayers**
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List\<PendingPlayer\> that holds players that are ready to start playing.
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- **roomSlots**
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List\<NetworkRoomPlayer\> that manages the slots for connected clients in the room.
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- **allPlayersReady**
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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.
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## Methods
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### Server Virtual Methods
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```cs
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public virtual void OnRoomStartHost() {}
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public virtual void OnRoomStopHost() {}
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public virtual void OnRoomStartServer() {}
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public virtual void OnRoomServerConnect(NetworkConnection conn) {}
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public virtual void OnRoomServerDisconnect(NetworkConnection conn) {}
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public virtual void OnRoomServerSceneChanged(string sceneName) {}
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public virtual GameObject OnRoomServerCreateRoomPlayer(NetworkConnection conn)
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{
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return null;
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}
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public virtual GameObject OnRoomServerCreateGamePlayer(NetworkConnection conn)
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{
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return null;
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}
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public virtual bool OnRoomServerSceneLoadedForPlayer(GameObject roomPlayer, GameObject gamePlayer)
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{
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return true;
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}
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public virtual void OnRoomServerPlayersReady()
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{
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ServerChangeScene(GameplayScene);
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}
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```
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### Client Virtual Methods
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```cs
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public virtual void OnRoomClientEnter() {}
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public virtual void OnRoomClientExit() {}
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public virtual void OnRoomClientConnect(NetworkConnection conn) {}
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public virtual void OnRoomClientDisconnect(NetworkConnection conn) {}
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public virtual void OnRoomStartClient() {}
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public virtual void OnRoomStopClient() {}
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public virtual void OnRoomClientSceneChanged(NetworkConnection conn) {}
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public virtual void OnRoomClientAddPlayerFailed() {}
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```
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