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Jun 27th, 2017
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  1.  
  2. #pragma strict
  3. #pragma implicit
  4. #pragma downcast
  5.  
  6. var connectToIP : String = "127.0.0.1";
  7. var connectPort : int = 25001;
  8.  
  9. //Obviously the GUI is for both client&servers (mixed!)
  10. function OnGUI (){
  11.  
  12.         if (Network.peerType == NetworkPeerType.Disconnected){
  13.        
  14.             GUILayout.BeginHorizontal();
  15.            
  16.             //We are currently disconnected: Not a client or host
  17.             GUILayout.Label("Connection status: Disconnected");
  18.            
  19.             connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
  20.             connectPort = parseInt(GUILayout.TextField(connectPort.ToString()));
  21.            
  22.             //GUILayout.BeginVertical();
  23.            
  24.             if (GUILayout.Button ("Connect as client")){
  25.  
  26.                 //Connect to the "connectToIP" and "connectPort" as entered via the GUI
  27.                 //Ignore the NAT for now
  28.                
  29.                 Network.Connect(connectToIP, connectPort);
  30.             }
  31.            
  32.             if (GUILayout.Button ("Start Server")){
  33.  
  34.                 //Start a server for 32 clients using the "connectPort" given via the GUI
  35.                 //Ignore the nat for now   
  36.                
  37.                 Network.InitializeServer(1, connectPort, true);
  38.             }
  39.            
  40.             GUILayout.EndVertical();
  41.         }
  42.        
  43.         else{ //We've got a connection(s)!
  44.  
  45.             GUILayout.BeginHorizontal();
  46.            
  47.             if (Network.peerType == NetworkPeerType.Connecting){
  48.            
  49.                 GUILayout.Label("Connection status: Connecting");
  50.             }
  51.            
  52.             else if (Network.peerType == NetworkPeerType.Client){
  53.                
  54.                 GUILayout.Label("Connection status: Client!");
  55.                 GUILayout.Label("Ping to server: "+Network.GetAveragePing(  Network.connections[0]));              
  56.             }
  57.            
  58.             else if (Network.peerType == NetworkPeerType.Server){
  59.                
  60.                 GUILayout.Label("Connection status: Server!");
  61.                 GUILayout.Label("Connections: "+Network.connections.length);
  62.                
  63.                 if(Network.connections.length>=1){
  64.                
  65.                     //// ici le RPC qui envoie le mainDeck
  66.                     GUILayout.Label("Ping to first player: "+Network.GetAveragePing(  Network.connections[0]));
  67.                 }      
  68.             }
  69.  
  70.             if (GUILayout.Button ("Disconnect")){
  71.  
  72.                 Network.Disconnect(200);
  73.             }
  74.         }
  75.     }
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