mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 07:50:22 +00:00
81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Mirror;
|
|
using SanAndreasUnity.Utilities;
|
|
using SanAndreasUnity.Behaviours;
|
|
|
|
namespace SanAndreasUnity.Net
|
|
{
|
|
|
|
public class CustomNetworkManager : NetworkManager
|
|
{
|
|
|
|
public override void OnClientConnect(NetworkConnection conn)
|
|
{
|
|
if (NetStatus.IsServer)
|
|
{
|
|
// just do default action
|
|
base.OnClientConnect(conn);
|
|
return;
|
|
}
|
|
|
|
// default method: if no scene was loaded, do Ready/AddPlayer
|
|
|
|
// we won't do this until loading process finishes
|
|
|
|
if (Loader.HasLoaded)
|
|
base.OnClientConnect(conn);
|
|
}
|
|
|
|
public override void OnClientSceneChanged(NetworkConnection conn)
|
|
{
|
|
if (NetStatus.IsServer)
|
|
{
|
|
// just do default action
|
|
base.OnClientSceneChanged(conn);
|
|
return;
|
|
}
|
|
|
|
// default method: do Ready/AddPlayer
|
|
|
|
// we won't do this until loading process finishes
|
|
|
|
if (Loader.HasLoaded)
|
|
base.OnClientSceneChanged(conn);
|
|
}
|
|
|
|
void OnLoaderFinished()
|
|
{
|
|
if (NetStatus.IsServer) // don't do anything on server
|
|
return;
|
|
|
|
if (!NetworkClient.isConnected)
|
|
{
|
|
// client is not connected ? hmm... then loading process could not have started
|
|
Debug.LogErrorFormat("Loader finished, but client is not connected");
|
|
return;
|
|
}
|
|
|
|
// make client ready
|
|
if (ClientScene.ready)
|
|
Debug.LogErrorFormat("Client was made ready before loader finished");
|
|
else
|
|
ClientScene.Ready(NetworkClient.connection);
|
|
|
|
// add player if specified
|
|
if (autoCreatePlayer && ClientScene.localPlayer == null)
|
|
{
|
|
ClientScene.AddPlayer();
|
|
}
|
|
}
|
|
|
|
public override void ConfigureServerFrameRate()
|
|
{
|
|
// don't set frame rate
|
|
// it will be done by other scripts
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|