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Aug 27th, 2016
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  1. using UnityEngine;
  2. using System.Collections;
  3. using UnityEngine.Networking;
  4. using Steamworks;
  5. using NATTraversal;
  6.  
  7. [RequireComponent(typeof(NATHelper))]
  8. public class DestroyOnNetworkConnect : NATTraversal.NetworkManager {
  9. public string[] DestroyTheseClients;
  10. public string[] DestroyTheseHosts;
  11. public CSteamID steamIDLobby;
  12. public NATHelper cachedHelper;
  13.  
  14. void Awake() {
  15. //base.Awake();
  16. cachedHelper = GetComponent<NATHelper>();
  17. cachedHelper.Awake();
  18. }
  19.  
  20. override public void OnStartClient(NetworkClient client) {
  21. base.OnStartClient(client);
  22. foreach(string destroyMeName in DestroyTheseClients) {
  23. GameObject destroyMe = GameObject.Find(destroyMeName);
  24. if(destroyMe != null) GameObject.Destroy(destroyMe);
  25. }
  26. }
  27. override public void OnStartServer() {
  28. base.OnStartServer();
  29. foreach(string destroyMeName in DestroyTheseHosts) {
  30. GameObject destroyMe = GameObject.Find(destroyMeName);
  31. if(destroyMe != null) GameObject.Destroy(destroyMe);
  32. }
  33. NetworkServer.SpawnObjects();
  34. }
  35.  
  36. // <summary>
  37. /// Test AddPlayerForConnection and SpawnWithClientAuthority functionality
  38. /// </summary>
  39. /// <param name="conn">Connection from client.</param>
  40. /// <param name="playerControllerId">Id of the new player.</param>
  41. public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
  42. {
  43. //base.OnServerAddPlayer(conn, playerControllerId);
  44. print("Player Connected!");
  45. GameObject player = Instantiate(playerPrefab);
  46. NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
  47. }
  48. }
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