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- using UnityEngine;
- using System.Collections;
- public class NetworkManager : MonoBehaviour {
- private const string typeName = "Genesis";
- private const string gameName = "DiegosLounge";
- private HostData[] hostList;
- public GameObject playerPrefab;
- private void RefreshHostList()
- {
- MasterServer.RequestHostList(typeName);
- }
- void OnMasterServerEvent(MasterServerEvent msEvent)
- {
- if (msEvent == MasterServerEvent.HostListReceived)
- hostList = MasterServer.PollHostList();
- }
- private void JoinServer(HostData hostData)
- {
- Network.Connect(hostData);
- }
- void OnConnectedToServer()
- {
- Debug.Log("Server Joined");
- SpawnPlayer();
- }
- private void StartServer()
- {
- Debug.Log("Try to Start Server");
- Network.InitializeServer(4, 25000, !Network.HavePublicAddress());
- MasterServer.RegisterHost(typeName, gameName);
- }
- void OnServerInitialized()
- {
- Debug.Log("Server Initializied");
- SpawnPlayer();
- }
- // Use this for initialization
- void Start () {
- Debug.Log("NetworkManager.cs is running...");
- PhotonNetwork.logLevel = PhotonLogLevel.Full;
- }
- private void SpawnPlayer()
- {
- Network.Instantiate(playerPrefab, new Vector3(0f, 5f, 0f), Quaternion.identity, 0);e ip
- }
- void OnGUI()
- {
- if (!Network.isClient && !Network.isServer)
- {
- if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server"))
- StartServer();
- if (GUI.Button(new Rect(100, 250, 250, 100), "Refresh Hosts"))
- RefreshHostList();
- if (hostList != null)
- {
- for (int i = 0; i < hostList.Length; i++)
- {
- if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList[i].gameName))
- JoinServer(hostList[i]);
- }
- }
- }
- }
- // Update is called once per frame
- void Update () {
- }
- }
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