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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.Networking;
  5. namespace Networking.Client
  6. {
  7. [CreateAssetMenu(menuName = "Major Project/Networking/ClientObject", order = 150)]
  8. public class ClientObject : ScriptableObject
  9. {
  10. #region Inspector Fields
  11. [Header("Connection Settings")]
  12. [SerializeField]
  13. [Tooltip("Server Address to Connect to")]
  14. private string ServerIP;
  15. [SerializeField]
  16. [Tooltip("Port to connect on")]
  17. private int Port;
  18. [SerializeField]
  19. [Tooltip("Scene to return to if disconnected from server")]
  20. private string DisconnectScene;
  21. [Header("Player Settings")]
  22. [SerializeField]
  23. [Tooltip("Player Name")]
  24. private string DisplayName;
  25. [SerializeField]
  26. [Tooltip("Player Animal")]
  27. private string PlayerAnimal;
  28. [SerializeField]
  29. [Tooltip("Player Color")]
  30. private Color PlayerColor;
  31. [Header("Run Time Settings")]
  32. [SerializeField]
  33. [Tooltip("Client Inventory")]
  34. protected Inventory Inventory;
  35. #endregion Inspector Fields
  36. #region ReadOnly Variables
  37. public NetworkClient client { get; private set; }
  38. public bool isConnected { get { return client != null && client.isConnected; } }
  39. #endregion ReadOnly Variables
  40. public void Connect(string serverAddress,int port)
  41. {
  42. Debug.Log("Connecting to server: " + serverAddress + ", " + port);
  43. this.ServerIP = serverAddress;
  44. this.Port = port;
  45. client = new NetworkClient();
  46. client.Configure(TransportConfigure.CreateConfigure(), 1);
  47. client.Connect(serverAddress, port);
  48. Inventory.Reset();
  49. client.RegisterHandler(LogicProtocols.SendInventory, RecieveInventory);
  50. client.RegisterHandler(LoginProtocols.SceneChange, RecieveSceneChange);
  51. client.RegisterHandler(MsgType.Disconnect, OnDisconnect);
  52. }
  53. public void Stop()
  54. {
  55. client.Disconnect();
  56. }
  57. public void UpdatePlayerDetails(string DisplayName, Color PlayerColor, string PlayerAnimal)
  58. {
  59. this.PlayerAnimal = PlayerAnimal;
  60. this.DisplayName = DisplayName;
  61. this.PlayerColor = PlayerColor;
  62. }
  63. public void RecieveInventory(NetworkMessage msg)
  64. {
  65. Debug.Log("Recieving Inventory");
  66. LogicProtocols.InventoryMsg inventoryMsg;
  67. if (!msg.TryRead(out inventoryMsg))
  68. return;
  69. Inventory.SetItems(inventoryMsg.bagItems);
  70. }
  71. public void RecieveSceneChange(NetworkMessage msg)
  72. {
  73. LoginProtocols.SceneMsg sceneMsg;
  74. if (!msg.TryRead(out sceneMsg))
  75. return;
  76. //Additive or single
  77. UnityEngine.SceneManagement.LoadSceneMode mode = sceneMsg.Additive ? UnityEngine.SceneManagement.LoadSceneMode.Additive : UnityEngine.SceneManagement.LoadSceneMode.Single;
  78. UnityEngine.SceneManagement.SceneManager.LoadScene(sceneMsg.Scene, mode);
  79. }
  80. public void OnDisconnect(NetworkMessage msg)
  81. {
  82. UnityEngine.SceneManagement.SceneManager.LoadScene(DisconnectScene);
  83. }
  84. }
  85. }