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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.Networking;
-
- namespace Multiplayer
- {
-
- public class ClientManager : MonoSingleton<ClientManager>
- {
-
- #region Inspector Variables
- [Header("Client Settings")]
- [Tooltip("Address server is hosted on")]
- [SerializeField]
- private string ServerAddress = "127.0.0.1";
- [Tooltip("Port to connect to server on")]
- [SerializeField]
- private int Port = 4444;
- [Tooltip("Connects client to server on awake")]
- [SerializeField]
- private bool ConnectOnStart = false;
-
- public string LobbyScene;
-
- public string GameScene;
-
- public string Name;
- #endregion
-
- //Returns if client is current connected to a server
- public bool IsConnected;
- public byte ID;
-
- //UNET client class which connects to the server;
- public NetworkClient Client { get; private set;}
-
- public ClientLoginManager loginManager;
-
- /// <summary>
- /// Call to connect client to host
- /// </summary>
- [ContextMenu("Start Client")]
- public void StartClient()
- {
- StartClient(ServerAddress, Port);
- }
-
- /// <summary>
- /// Call to connect the client to the host
- /// </summary>
- /// <param name="ServerAddress">Server Address to connect to</param>
- /// <param name="Port">Port to connect on</param>
- public void StartClient(string ServerAddress, int Port)
- {
- //If client is already connected to don't continue
- if (IsConnected)
- {
- Debug.Log("Client already connected to a server. Client needs to disconnect before it can connect to a server");
- return;
- }
-
- Debug.Log("Attempting to connect to: '" + ServerAddress + "' on port : '" + Port + "'");
-
- Client = new NetworkClient();
- loginManager = new ClientLoginManager(this);
-
- Client.Configure(ChannelConfig.DefaultTopology());
- Client.RegisterHandler(PlayerMsgID.Lobby, StartLobby);
- Client.Connect(ServerAddress, Port);
- }
-
-
- /// <summary>
- /// Sends message to server
- /// </summary>
- /// <param name="msgType">Message type, used to determin message handler</param>
- /// <param name="msg">The message to send</param>
- /// <param name="channel">Which channel to send on, by deafult sends on Reliable</param>
- /// <param name="BackLog">If client isn't connected to server add to BackLog, by default true</param>
- public void SendMessage(short msgType, MessageBase msg, ServerChannel channel = ServerChannel.Reliable)
- {
- //if client isn't connected add to backlog
- if (!IsConnected)
- Debug.Log("Player not connected to server");
-
- Debug.Log("Sending message to server");
- Client.SendByChannel(msgType, msg, (int)channel);
- }
-
- public void SendMessage(short msgType)
- {
- SendMessage(msgType, new PlayerMsg(ID));
- }
-
- public void StartLobby(NetworkMessage msg)
- {
- UnityEngine.SceneManagement.SceneManager.LoadScene(LobbyScene);
- }
-
- public void StartGame(NetworkMessage msg)
- {
-
- }
- }
- }
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