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- using UnityEngine;
- using System.Collections;
- using UnityEngine.Networking;
- using Steamworks;
- using NATTraversal;
- [RequireComponent(typeof(NATHelper))]
- public class DestroyOnNetworkConnect : NATTraversal.NetworkManager {
- public string[] DestroyTheseClients;
- public string[] DestroyTheseHosts;
- public CSteamID steamIDLobby;
- public NATHelper cachedHelper;
- void Awake() {
- //base.Awake();
- cachedHelper = GetComponent<NATHelper>();
- cachedHelper.Awake();
- }
- override public void OnStartClient(NetworkClient client) {
- base.OnStartClient(client);
- foreach(string destroyMeName in DestroyTheseClients) {
- GameObject destroyMe = GameObject.Find(destroyMeName);
- if(destroyMe != null) GameObject.Destroy(destroyMe);
- }
- }
- override public void OnStartServer() {
- base.OnStartServer();
- foreach(string destroyMeName in DestroyTheseHosts) {
- GameObject destroyMe = GameObject.Find(destroyMeName);
- if(destroyMe != null) GameObject.Destroy(destroyMe);
- }
- NetworkServer.SpawnObjects();
- }
- // <summary>
- /// Test AddPlayerForConnection and SpawnWithClientAuthority functionality
- /// </summary>
- /// <param name="conn">Connection from client.</param>
- /// <param name="playerControllerId">Id of the new player.</param>
- public override void OnServerAddPlayer(NetworkConnection conn, short playerControllerId)
- {
- //base.OnServerAddPlayer(conn, playerControllerId);
- print("Player Connected!");
- GameObject player = Instantiate(playerPrefab);
- NetworkServer.AddPlayerForConnection(conn, player, playerControllerId);
- }
- }
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