mirror of
https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 19:10:32 +00:00
b86a611674
* moving all guides to Articles folder * updating toc for root and articles * fixing toc * css on side toc * fixing links on index
104 lines
3.1 KiB
Markdown
104 lines
3.1 KiB
Markdown
# Network Room Manager
|
||
|
||
\*\*Please see the Room example in the Examples folder in your Mirror folder
|
||
|
||
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:
|
||
- A maximum player limit
|
||
- Automatic start when all players are ready
|
||
- Option to prevent players from joining a game in progress
|
||
- Customizable ways for players to choose options while in room
|
||
|
||
There are two types of player objects with the Network Room Manager:
|
||
|
||
**Room Player Prefab**
|
||
- One for each player
|
||
- Created when client connects, or player is added
|
||
- Persists until client disconnects
|
||
- Holds ready flag and configuration data
|
||
- Handles commands in the room
|
||
- Must use the [Network Room Player](NetworkRoomPlayer.md) component
|
||
|
||
**Player Prefab**
|
||
- One for each player
|
||
- Created when game scene is started
|
||
- Destroyed when leaving game scene
|
||
- Handles commands in the game
|
||
|
||
![Network Room Manager](NetworkRoomManager.png)
|
||
|
||
## Properties
|
||
- **Show Room GUI**
|
||
Show the default OnGUI controls for the room.
|
||
- **Min Players**
|
||
Minimum number of players needed to start a game.
|
||
- **Room Player Prefab**
|
||
The prefab to create for players when they enter the room (requires Network Room Player component).
|
||
- **Room Scene**
|
||
The scene to use for the room.
|
||
- **Gameplay Scene**
|
||
The scene to use for main game play.
|
||
- **pendingPlayers**
|
||
List\<PendingPlayer\> that holds players that are ready to start playing.
|
||
- **roomSlots**
|
||
List\<NetworkRoomPlayer\> that manages the slots for connected clients in the room.
|
||
- **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
|
||
|
||
```cs
|
||
public virtual void OnRoomStartHost() {}
|
||
|
||
public virtual void OnRoomStopHost() {}
|
||
|
||
public virtual void OnRoomStartServer() {}
|
||
|
||
public virtual void OnRoomServerConnect(NetworkConnection conn) {}
|
||
|
||
public virtual void OnRoomServerDisconnect(NetworkConnection conn) {}
|
||
|
||
public virtual void OnRoomServerSceneChanged(string sceneName) {}
|
||
|
||
public virtual GameObject OnRoomServerCreateRoomPlayer(NetworkConnection conn)
|
||
{
|
||
return null;
|
||
}
|
||
|
||
public virtual GameObject OnRoomServerCreateGamePlayer(NetworkConnection conn)
|
||
{
|
||
return null;
|
||
}
|
||
|
||
public virtual bool OnRoomServerSceneLoadedForPlayer(GameObject roomPlayer, GameObject gamePlayer)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
public virtual void OnRoomServerPlayersReady()
|
||
{
|
||
ServerChangeScene(GameplayScene);
|
||
}
|
||
```
|
||
|
||
### Client Virtual Methods
|
||
|
||
```cs
|
||
public virtual void OnRoomClientEnter() {}
|
||
|
||
public virtual void OnRoomClientExit() {}
|
||
|
||
public virtual void OnRoomClientConnect(NetworkConnection conn) {}
|
||
|
||
public virtual void OnRoomClientDisconnect(NetworkConnection conn) {}
|
||
|
||
public virtual void OnRoomStartClient() {}
|
||
|
||
public virtual void OnRoomStopClient() {}
|
||
|
||
public virtual void OnRoomClientSceneChanged(NetworkConnection conn) {}
|
||
|
||
public virtual void OnRoomClientAddPlayerFailed() {}
|
||
```
|