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- #pragma strict
- #pragma implicit
- #pragma downcast
- var connectToIP : String = "127.0.0.1";
- var connectPort : int = 25001;
- //Obviously the GUI is for both client&servers (mixed!)
- function OnGUI (){
- if (Network.peerType == NetworkPeerType.Disconnected){
- GUILayout.BeginHorizontal();
- //We are currently disconnected: Not a client or host
- GUILayout.Label("Connection status: Disconnected");
- connectToIP = GUILayout.TextField(connectToIP, GUILayout.MinWidth(100));
- connectPort = parseInt(GUILayout.TextField(connectPort.ToString()));
- //GUILayout.BeginVertical();
- if (GUILayout.Button ("Connect as client")){
- //Connect to the "connectToIP" and "connectPort" as entered via the GUI
- //Ignore the NAT for now
- Network.Connect(connectToIP, connectPort);
- }
- if (GUILayout.Button ("Start Server")){
- //Start a server for 32 clients using the "connectPort" given via the GUI
- //Ignore the nat for now
- Network.InitializeServer(1, connectPort, true);
- }
- GUILayout.EndVertical();
- }
- else{ //We've got a connection(s)!
- GUILayout.BeginHorizontal();
- if (Network.peerType == NetworkPeerType.Connecting){
- GUILayout.Label("Connection status: Connecting");
- }
- else if (Network.peerType == NetworkPeerType.Client){
- GUILayout.Label("Connection status: Client!");
- GUILayout.Label("Ping to server: "+Network.GetAveragePing( Network.connections[0]));
- }
- else if (Network.peerType == NetworkPeerType.Server){
- GUILayout.Label("Connection status: Server!");
- GUILayout.Label("Connections: "+Network.connections.length);
- if(Network.connections.length>=1){
- //// ici le RPC qui envoie le mainDeck
- GUILayout.Label("Ping to first player: "+Network.GetAveragePing( Network.connections[0]));
- }
- }
- if (GUILayout.Button ("Disconnect")){
- Network.Disconnect(200);
- }
- }
- }
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