using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Networking; namespace Networking.Server { [CreateAssetMenu(menuName = "Major Project/Networking/ServerObject", order = 150)] public class ServerObject : ScriptableObject { #region Inspector Fields [Header("Server Settings")] [SerializeField] private int Port; [Header("References")] [SerializeField] private ClientList LoginHandler; #endregion Inspector Fields #region ReadOnly Variables public NetworkServerSimple server { get; private set;} #endregion ReadOnly Variables public void StartServer(int port) { LoginHandler.ConnectedClients = new List(); LoginHandler.DisconnectedClients = new List(); Debug.Log("Starting Server on " + port); server = new NetworkServerSimple(); server.Configure(TransportConfigure.CreateConfigure(),32); LoginHandler.SetUp(this); server.Listen(port); } public void ServerClose() { if (server != null) server.Stop(); } public void ServerUpdate() { if (server != null) server.Update(); } } }