mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-10 14:44:17 +00:00
84 lines
2.2 KiB
C#
84 lines
2.2 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Mirror;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Behaviours;
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namespace SanAndreasUnity.Net
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{
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public class CustomNetworkManager : NetworkManager
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{
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public override void OnClientConnect(NetworkConnection conn)
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{
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if (NetStatus.IsServer)
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{
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// just do default action
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base.OnClientConnect(conn);
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return;
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}
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// default method: if no scene was loaded, do Ready/AddPlayer
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// we won't do this until loading process finishes
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if (Loader.HasLoaded)
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base.OnClientConnect(conn);
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}
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public override void OnClientSceneChanged(NetworkConnection conn)
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{
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if (NetStatus.IsServer)
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{
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// just do default action
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base.OnClientSceneChanged(conn);
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return;
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}
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// default method: do Ready/AddPlayer
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// we won't do this until loading process finishes
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if (Loader.HasLoaded)
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base.OnClientSceneChanged(conn);
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}
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void OnLoaderFinished()
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{
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if (F.IsAppInEditTime)
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return;
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if (NetStatus.IsServer) // don't do anything on server
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return;
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if (!NetworkClient.isConnected)
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{
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// client is not connected ? hmm... then loading process could not have started
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Debug.LogErrorFormat("Loader finished, but client is not connected");
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return;
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}
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// make client ready
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if (ClientScene.ready)
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Debug.LogErrorFormat("Client was made ready before loader finished");
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else
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ClientScene.Ready(NetworkClient.connection);
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// add player if specified
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if (autoCreatePlayer && ClientScene.localPlayer == null)
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{
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ClientScene.AddPlayer();
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}
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}
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public override void ConfigureServerFrameRate()
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{
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// don't set frame rate
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// it will be done by other scripts
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}
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}
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}
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